Die Datei in den Ordner ".../cstrike/cfg" des Servers rein kopieren.
Wichtig: als erstes das Rcon Passwort eintragen damit wird den Server auch steuern können.
// Passwort für den rcon zugriff.
rcon_password "f43t3ef43d3"
// Maximal erlaubte falsche Rconpasswort Eingaben bevor Bann. möglich 1-20
sv_rcon_maxfailures 10
// Minimal erlaubte falsche Rconpasswort Eingaben bevor Bann. möglich 1-20
sv_rcon_minfailures 10
// Zeit in Minuten in der die maximale Anzahl falscher Rconpassworteingaben
//erreicht werden muss um gebannt zu werden.
sv_rcon_minfailuretime 30
// 1=Lanserver 0=Internetserver
sv_lan 0
// Region des Servers. 0=US Ostkueste, 1=US Westkueste, 2= Suedamerika,
// 3=Europa, 4=Asien, 5=Australien, 6=Mittlerer Osten, 7=Afrika und 255=Welt
sv_region 3
// Host Name des Servers.
hostname "CS:S Server by Server-Aufsetzen.de"
// Passwort wenn der Server ein War-Server sein soll
sv_password ""
// 1=Verbietet Spieler mit Custommodels oder anderen Waffenskins, Sounds etc.
// 0=Erlaubt das Verwenden von Custommodels und anderen Waffenskins
sv_consistency 0
// Einkaufszeit in Minuten Solange eingekauft werden kann. Min 0.25 entspricht 15 Sekunden
mp_buytime 1.5
// Startgeld das bei Mapbeginn jedem Spieler bekommt.
mp_startmoney 800
// C4 Timer Zeit in Sekunden bis die Bombe explodiert, nachdem sie gelegt wurde. Min 10 - Max 90
mp_c4timer 35
// Taschenlampe 1=erlauben 0=verbieten
mp_flashlight 1
// Anzahl der Spraylogos Eischussloecher usw.
mp_decals "200"
// Namen anzeigen wenn man mit dem Fadenkreuz auf eine Person zeigt.
// 0=bei allen 1=nur bei Teammitgliedern 2=aus
mp_playerid 0
// Schritt Geräusch der Spieler 1=an 0=aus
mp_footsteps 1
// Schaden wenn man herunterfällt. 1=an 0=aus
mp_falldamage 1
// Wie viele Geiseln getöted werden dürfen bevor der Spieler gekickt wird. 0=Unendlich
mp_hostagepenalty 7
// Minimaler Zeitabstand in Sekunden zwischen dem Spruehen zweier Spraylogos. 20=Standart
decalfrequency 20
// Wie lange eine Map läuft in Minuten. 0=Unendlich /
// Wenn 0 wird nach den winlimits oder den Maxrounds
mp_timelimit 25
// Wieviele Punkte eine Seite T oder CT maximal haben darf bis zum naechsten Mapchange.
// 0=Unendlich / Wenn 0 wird nach den Maxrounds oder dem Timelimit die Map gewechselt
mp_winlimit 0
// Wieviele Runden werden pro Map gespielt. 0=Unendlich / Wenn 0 wird nach dem
// Timelimit oder dem winlimit die Map gewechselt
mp_maxrounds 0
// Rundenzeit in Minuten. 1=min 9=Max
mp_roundtime 4
// Die Zeit in der sich nach Runden Start keiner bewegen kann in Sekunden 0=min 60=max
mp_freezetime 4
// Automatischer Teamgroessenausgleich. 1=an 0=aus
mp_autoteambalance 1
// Gibt an wieviele Spieler ein Team maximal mehr haben kann als das andere. 0=unendliche 30=max
mp_limitteams 2
// Teambeschuss 1=an 0=aus
mp_friendlyfire 1
// Bei einem Teamkill muss der Teamkiller die folgende Runde als Zuschauer warten 1=an 0=aus
mp_tkpunish 1
// Innerhalb dieser Zeitspanne in Sekunden nach Rundenbeginn,
// wird jeder gekickt der einen Team Mitglied verwundet.
mp_spawnprotectiontime 5
// Spieler kicken von denen kein Signal mehr kommt. 1=an 0=aus
mp_autokick 1
// Zeitspanne in Sekunden in der kein Signal des clients den Server erreicht, bis zum Kick.
sv_timeout 60
// Einstellung der Zuschauerkamera für Tote Spieler.
// 0=Allen zuschauen + Freier Flug / 1=Nur Team zuschauen (Egoperspektive)
// 2=Kamera bleibt an der Todesposition stehen, einzig Drehen der Ansicht ist moeglich
mp_forcecamera 0
// Erzwingt einen schwarzen Bildschirm bei toten Spielern. 1=an 0=aus
mp_fadetoblack 0
// Zuschauermodus bei der Teamauswahl erlauben. 1=ja 0=nein
mp_allowspectators 1
// Beschleunigung der Zuschauerkamera im Freien Flug.
sv_specaccelerate 5
// Geschwindigkeit der Zuschauerkamera im Freien Flug.
sv_specspeed 3
// Zuschauer im freien Flug können durch Wände und Objekte fliegen. 1=an 0=aus
sv_specnoclip 1
// Erlaubt das Verwenden des Ingame Voices für Spieler. 1=an 0=aus
sv_voiceenable 1
// 1=Ingamevoice für Alle hoerbar. 0=Ingamevoice nur für das jeweilige Team hoerbar.
sv_alltalk 1
// Qualitaet der Sprachuebertragung im Ingamevoice.
//(1=2400bps, 2=6000bps, 3=8000bps, 4=11200bps, 5=15200bps) (3=Standard)
// sv_voicequality 5
// Verfuegbare Codecs für das Ingamevoice sind "vaudio_miles" und "voice_speex"
// sv_voicecodec "voice_speex"
// Zeit in Sekunden in der Spieler nach Mapende chatten und das
//Scoreboard begutachten können. 1=min 120=max
mp_chattime 10
// Falls nicht 0 wird das Spiel nach der angegebenen Zeit in Sekunden neugestartet.
mp_restartgame 0
mp_forcerespawn 1
// 1 = CT vs T 2=Deathmatch
mp_teamplay 0
//Physik
// Hier ändern wir normal nichts außer der Server ruckelt
// Verändert die Schwerkraft. 800=Standart 0 führt zum Server Absturtz
sv_gravity 800
// Verändert die Stärke aller Physikalischen Aktionen wie das Wegfliegen von
// Objekten und Leichen. 1=Standard
phys_pushscale 1
// Geschwindigkeit aller Physikalischan Aktionen wie das Wegfliegen von
// Objekten und Leichen. 1=Standard
phys_timescale 1
// Einschlagskraft der Projektile.
phys_impactforcescale 1
// Spielerseitiges Wegstoßen von Objekten. (0=aus 1=nur lokale Spieler 2=alle Spieler)
sv_pushaway_clientside 0
// Minimale Größe der Objekte die zurückgestossen werden sollen. 15=Standard
sv_pushaway_clientside_size 15
// Bestimmt die Stärke, wie fest die Objekte vom Spieler weggestoßen werden sollen.
// 30000=Standard
sv_pushaway_force 30000
// Maximale Kraft die von einem Spieler auf Objekte wirkt. 1000=Standard
sv_pushaway_max_force 1000
// Minimale Geschwindigkeit die ein Spieler haben muss dass Objekte von ihm weggestoßen werden.
// (Erlaubt das Ducken hinter Objekten.) 75=Standard
sv_pushaway_min_player_speed 75
// Damit können Spieler auf Fässern und anderen Physikobjekten stehen. 1=an 0=aus/Standard
sv_turbophysics 0
// 1=Set player solid in multiplayer mode, no pushback !! UNGETESTED !!
mp_solidplayers 0
//Andere Configs laden
// exec *.cfg führt Configs aus die sich im Ordner cstrike\cfg befinden.
//Netztwerk und Leistung
sv_unlag 1
sv_unlag_debug 0
sv_unlag_fixstuck 0
// Maximale für diesen Server freigegebene Bandbreite. 0=unendlich max=25000
sv_maxrate 20000
// Minimale Bandbreite die nötig ist um auf den Server zu kommen. 0=unendlich
sv_minrate 2500
// Maximale Updaterate die der Server zulässt. (Hoeher=Mehr CPU Leistung wird beansprucht)
sv_maxupdaterate 101
// Minimale Updaterate die der Server zulässt.
sv_minupdaterate 30
// Limitiert die Framerate des Servers.
fps_max 600
host_framerate 0
// Erlaubt clients das hochladen von Daten z.B. Spraylogos. 1=an 0=aus
sv_allowupload 1
// Erlaubt clients das Downloaden von Daten (Sounds, Maps usw.) vom Server. 1=an 0=aus
sv_allowdownload 1
//sv_downloadurl "" //Fastdownload
// Schreibt eine Liste permanend gebannter Spieler-ID`s in die Datei "banned_user.cfg".
writeid
// Speichert die Banliste in die Datei "banned_ip.cfg".
writeip
// Loggt ale Aktionen auf dem Server in einem Logfile. on=an off=aus
log on
// Automatisches zielen. 1=an 0=aus
sv_aim 0
// Erlaubt das ausfuehren diverser als Cheat angesehener Befehle. 1=an 0=aus
sv_cheats 0
// Erlaubt den clients den ganzen Server zu pausieren. 1=an 0=aus
sv_pausable 0
// Beschleunigung der Spieler
sv_accelerate 5
// Beschleunigung in der Luft befindlicher Spieler.
sv_airaccelerate 10
// Beschleunigung im Wasser befindlicher Spieler.
sv_wateraccelerate 10
sv_waterfriction 1
sv_friction 4
// Maximale Geschwindigkeit der Spieler 320=Standard
sv_maxspeed 320
// Größe/Entfernung der einzelnen Schritte zueinander.
sv_stepsize 18
- zurück
Rcon steht für "Remote Control" und es sollte nur der Besitzer diesen Passwort kennen
Wenn wir uns auf dem Server befinden und die Console geöffnet haben können wir uns einloggen mit:
rcon_password passwort
Jetzt können wir rcon Befehle eingeben, wichtig immer rcon davor schreiben z.B:
rcon stats
Es ist sogar möglich jeden beliebigen Befehl aus der server.cfg ein zu geben!
Eine kleine Rcon Übersicht
Auto Teamausgleich.
mp_autoteambalance 1/0
Kauf Zeit 0.5 = 30 Sekunden.
mp_buytime 1
Bombenzeit.
mp_c4timer
schwarzer Bildschirm wenn tot.
mp_fadetoblack 1/0
Taschenlampe.
mp_flashlight 1/0
Schrittgeräusch.
mp_footsteps 1/0
0= aus; 1= Nur Teammitglieder sind zu beobachten; 2= Sicht des Spielers bleibt da, wo er gestorben ist.
mp_forcechasecam 0/1/2
Stillstand Anfang der Runde.
mp_freezetime
Eigenteam Schaden.
mp_friendlyfire 1/0
max. Geisel töten bis Kick.
mp_hostagepenalty
Dauer einer Runde in Minuten.
mp_roundtime
Dauer einer Map in Minuten.
mp_timelimit
Wenn aktiv, wird ein Teamkiller zu beginn der nächsten Runde getötet.
mp_tkpunish 1/0
Maximaler Anzahl an Runden die auf einer Map gespielt werden.
mp_maxrounds
Wenn ein Team die Anzahl an Runden gewonnen hat, wird die Map gewechselt.
Unter Windows die srcds.exe und Linux das Script srcds_run,
besitzen grundsätzlich 2 Arten von Parametern:
Command-line Parameter
Command-line Parameter sind am - Zeichen zu erkennen.
Das sind die eigentlichen Parameter von srcds.exe bzw. srcds_run.
-allowdebug (Gleich wie -debug ?) -debug (Debug Modus) -autoupdate (Linux Server sucht Updates beim Start - Server startet neu nach Crash). -console (Windows SrcDS läuft im console Modus) -dev (Entwickler Nachrichten anzeigen -game (Spielname oder Pfad dort hin wo die Dateien für unser spezifisches Spiel liegen) -insecure (Server startet ohne Valve Anti-Cheat) -ip (Falls unser root Server mehrere IPs hat) -maxplayers (Slot Anzahl) -nobots (Bots aus) -nohltv (SourceTV aus) -norestart (Verhindert Neustart bei Fehlern) -port (Serverport) -steam (Verwenden zusammen mit -console wenn SRCDS über Steam heruntergeladen wird) -tickrate (Tickrate festlegen) -timeout (Warten in Sekunden bis der Server bei Fehlern neustartet)
Consolen Variablen
Consolen-Variablen sind am + Zeichen zu erkennen.
Das sind gewöhnliche Variablen wie sie auch in der Config (.cfg) Datei stehen.
+alt1
+alt2
+attack
+attack2
+back
+break
+camdistance
+camin
+cammousemove
+camout
+campitchdown
+campitchup
+camyawleft
+camyawright
+commandermousemove
+demoui2 // Bring the advanced demo player UI to foreground.
+duck
+forward
+graph
+grenade1
+grenade2
+jlook
+jump
+klook
+left
+lookdown
+lookup
+mat_texture_list
+movedown
+moveleft
+moveright
+moveup
+posedebug // Turn on pose debugger or add ents to pose debugger UI
+reload
+right
+score
+showbudget
+showbudget_texture
+showbudget_texture_global
+showscores
+showvprof
+speed
+strafe
+use
+vgui_drawtree
+voicerecord
+walk
+zoom
-alt1
-alt2
-attack
-attack2
-back
-break
-camdistance
-camin
-cammousemove
-camout
-campitchdown
-campitchup
-camyawleft
-camyawright
-commandermousemove
-demoui2 // Send the advanced demo player UI to background.
-duck
-forward
-graph
-grenade1
-grenade2
-jlook
-jump
-klook
-left
-lookdown
-lookup
-mat_texture_list
-movedown
-moveleft
-moveright
-moveup
-posedebug // Turn off pose debugger or hide ents from pose debugger UI
-reload
-right
-score
-showbudget
-showbudget_texture
-showbudget_texture_global
-showscores
-showvprof
-speed
-strafe
-use
-vgui_drawtree
-voicerecord
-walk
-zoom
abuse_report_queue
abuse_report_submit // Activate UI to submit queued report.
achievement_debug "0" // Turn on achievement debug msgs.
addip // Add an IP address to the ban list.
adsp_alley_min "122"
adsp_courtyard_min "126"
adsp_debug "0"
adsp_door_height "112"
adsp_duct_min "106"
adsp_hall_min "110"
adsp_low_ceiling "108"
adsp_opencourtyard_min "126"
adsp_openspace_min "130"
adsp_openstreet_min "118"
adsp_openwall_min "130"
adsp_room_min "102"
adsp_street_min "118"
adsp_tunnel_min "114"
adsp_wall_height "128"
air_density // Changes the density of air for drag computations.
ai_auto_contact_solver "1"
ai_block_damage "0"
ai_debugscriptconditions "0"
ai_debug_assault "0"
ai_debug_avoidancebounds "0"
ai_debug_directnavprobe "0"
ai_debug_doors "0"
ai_debug_dyninteractions "0" // Debug the NPC dynamic interaction system.
ai_debug_efficiency "0"
ai_debug_enemies "0"
ai_debug_expressions "0" // Show random expression decisions for NPCs.
ai_debug_follow "0"
ai_debug_loners "0"
ai_debug_looktargets "0"
ai_debug_los "0" // itl
ai_debug_nav "0"
ai_debug_node_connect // Debug the attempted connection between two nodes
ai_debug_ragdoll_magnets "0"
ai_debug_shoot_positions "0"
ai_debug_speech "0"
ai_debug_squads "0"
ai_debug_think_ticks "0"
ai_default_efficient "0"
ai_drawbattlelines "0"
ai_drop_hint // Drop an ai_hint at the players current eye position.
ai_dump_hints
ai_efficiency_override "0"
ai_enable_fear_behavior "1"
ai_expression_frametime "0" // Maximum frametime to still play background expressions.
ai_expression_optimization "0" // Disable npc background expressions when you cant see them.
ai_fear_player_dist "720"
ai_find_lateral_cover "1"
ai_find_lateral_los "1"
ai_follow_use_points "1"
ai_follow_use_points_when_moving "1"
ai_force_serverside_ragdoll "0"
ai_frametime_limit "50" // frametime limit for min efficiency AIE_NORMAL (in secs).
ai_lead_time "0"
ai_LOS_mode "0"
ai_moveprobe_debug "0"
ai_moveprobe_jump_debug "0"
ai_moveprobe_usetracelist "0"
ai_navigator_generate_spikes "0"
ai_navigator_generate_spikes_strength "8"
ai_norebuildgraph "0"
ai_no_local_paths "0"
ai_no_node_cache "0"
ai_no_select_box "0"
ai_no_steer "0"
ai_no_talk_delay "0"
ai_path_adjust_speed_on_immediate_turns "1"
ai_path_insert_pause_at_est_end "1"
ai_path_insert_pause_at_obstruction "1"
ai_post_frame_navigation "0"
ai_radial_max_link_dist "512"
ai_reaction_delay_alert "0"
ai_reaction_delay_idle "0"
ai_rebalance_thinks "1"
ai_report_task_timings_on_limit "0"
ai_sequence_debug "0"
ai_setupbones_debug "0" // Shows that bones that are setup every think
ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking steps
ai_shot_bias "1"
ai_shot_bias_max "1"
ai_shot_bias_min "-1"
ai_shot_stats "0"
ai_shot_stats_term "1000"
ai_show_hull_attacks "0"
ai_show_think_tolerance "0"
ai_simulate_task_overtime "0"
ai_spread_cone_focus_time "0"
ai_spread_defocused_cone_multiplier "3"
ai_spread_pattern_focus_time "0"
ai_strong_optimizations "0"
ai_strong_optimizations_no_checkstand "0"
ai_task_pre_script "0"
ai_test_moveprobe_ignoresmall "0"
ai_think_limit_label "0"
ai_use_clipped_paths "1"
ai_use_efficiency "1"
ai_use_frame_think_limits "1"
ai_use_think_optimizations "1"
ai_use_visibility_cache "1"
ai_vehicle_avoidance "1"
alias // Alias a command.
ammo_338mag_max "30"
ammo_357sig_max "52"
ammo_45acp_max "100"
ammo_50AE_max "35"
ammo_556mm_box_max "200"
ammo_556mm_max "90"
ammo_57mm_max "100"
ammo_762mm_max "90"
ammo_9mm_max "120"
ammo_buckshot_max "32"
ammo_flashbang_max "2"
ammo_hegrenade_max "1"
ammo_smokegrenade_max "1"
anim_3wayblend "1" // Toggle the 3-way animation blending code.
askconnect_accept // Accept a redirect request by the server.
async_allow_held_files "1" // Allow AsyncBegin/EndRead
async_mode "0" // 1 = synchronous
async_resume
async_serialize "0" // Force async reads to serialize for profiling
async_simulate_delay "0" // Simulate a delay of up to a set msec per file operation
async_suspend
audit_save_in_memory // Audit the memory usage and files in the save-to-memory system
autoaim_max_deflect "0"
autoaim_max_dist "2160"
autobuy // Attempt to purchase items with the order listed in cl_autobuy
autosave // Autosave
autosavedangerous // AutoSaveDangerous
autosavedangerousissafe
banid // Add a user ID to the ban list.
banip // Add an IP address to the ban list.
benchframe // Takes a snapshot of a particular frame in a time demo.
bench_end // Ends gathering of info.
bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.
bench_start // Starts gathering of info. Arguments: filename to write results into
bench_upload // Uploads most recent benchmark stats to the Valve servers.
bind // Bind a key.
binds_per_command "1"
BindToggle // Performs a bind key increment var cvar 0 1 1
bind_mac // not win32
blink_duration "0" // How many seconds an eye blink will last.
bloodspray // blood
bot_add // bot_add t|ct type difficulty name - Adds a bot matching the given criteria.
bot_add_ct // bot_add_ct type difficulty name - Adds a Counter-Terrorist bot matching the given criteria.
bot_add_t // bot_add_t type difficulty name - Adds a terrorist bot matching the given criteria.
bot_allow_grenades "1" // bots may use grenades.
bot_allow_machine_guns "1" // bots may use the machine gun.
bot_allow_pistols "1" // bots may use pistols.
bot_allow_rifles "1" // bots may use rifles.
bot_allow_rogues "1" // nor pursue scenario goals.
bot_allow_shotguns "1" // bots may use shotguns.
bot_allow_snipers "1" // bots may use sniper rifles.
bot_allow_sub_machine_guns "1" // bots may use sub-machine guns.
bot_all_weapons // Allows the bots to use all weapons
bot_auto_follow "0" // bots with high co-op may automatically follow a nearby human player.
bot_auto_vacate "1" // bots will automatically leave to make room for human players.
bot_chatter "0" // or normal.
bot_crouch "0"
bot_debug "0" // For internal testing purposes.
bot_debug_target "0" // For internal testing purposes.
bot_defer_to_human "0" // the bots will not do the scenario tasks.
bot_difficulty "1" // 3=expert.
bot_dont_shoot "0" // bots will not fire weapons (for debugging).
bot_eco_limit "2000" // bots will not buy if their money falls below this amount.
bot_flipout "0" // they run around randomly.
bot_freeze "0"
bot_goto_mark // Sends a bot to the selected nav area (useful for testing navigation meshes)
bot_join_after_player "1" // bots wait until a player joins before entering the game.
bot_join_delay "0" // Prevents bots from joining the server for this many seconds after a map change.
bot_join_team "0" // or CT.
bot_kick // matching the given criteria.
bot_kill // matching the given criteria.
bot_knives_only // Restricts the bots to only using knives
bot_loadout "0" // bots are given these items at round start
bot_mimic "0" // Bot uses usercmd of player by index.
bot_mimic_yaw_offset "180"
bot_pistols_only // Restricts the bots to only using pistols
bot_prefix "0" // This string is prefixed to the name of all bots that join the game. difficulty will be replaced with the bots difficulty. w
bot_profile_db "0" // The filename from which bot profiles will be read.
bot_quota "0" // Determines the total number of bots in the game.
bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N p
bot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random
bot_show_battlefront "0" // Show areas where rushing players will initially meet.
bot_show_nav "0" // For internal testing purposes.
bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.
bot_snipers_only // Restricts the bots to only using sniper rifles
bot_stop "0" // immediately stops all bot processing.
bot_traceview "0" // For internal testing purposes.
bot_walk "0" // not run.
bot_zombie "0" // bots will stay in idle mode and not attack.
box // Draw a debug box.
breakable_disable_gib_limit "0"
breakable_multiplayer "1"
buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)
budget_averages_window "0" // number of frames to look at when figuring out average frametimes
budget_background_alpha "0" // how translucent the budget panel is
budget_bargraph_background_alpha "128" // how translucent the budget panel is
budget_bargraph_range_ms "16" // budget bargraph range in milliseconds
budget_history_numsamplesvisible "0" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panel
budget_history_range_ms "5" // budget history range in milliseconds
budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
budget_panel_height "384" // height in pixels of the budget panel
budget_panel_width "512" // width in pixels of the budget panel
budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
budget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panel
budget_peaks_window "0" // number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // enable/disable averages in the budget panel
budget_show_history "0" // turn history graph off and on. . good to turn off on low end
budget_show_peaks "0" // enable/disable peaks in the budget panel
budget_toggle_group // Turn a budget group on/off
bug // Show/hide the bug reporting UI.
bugreporter_includebsp "1" // Include .bsp for internal bug submissions.
bugreporter_uploadasync "0" // Upload attachments asynchronously
bug_swap // Automatically swaps the current weapon for the bug bait and back again.
buildcubemaps // Rebuild cubemaps.
building_cubemaps "0"
buyequip // Show equipment buy menu
buymenu // Show main buy menu
cache_print // cache_print [section] Print out contents of cache memory.
cache_print_lru // cache_print_lru [section] Print out contents of cache memory.
cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.
callvote // Start a vote on an issue.
camortho // Switch to orthographic camera.
cam_collision "1" // an attempt is made to keep the camera from passing though walls.
cam_command "0"
cam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson view
cam_idealdist "150"
cam_idealdistright "0"
cam_idealdistup "0"
cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson view
cam_idealpitch "0"
cam_idealyaw "0"
cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.
cam_snapto "0"
cancelselect
cast_hull // Tests hull collision detection
cast_ray // Tests collision detection
cc_captiontrace "1" // 2 = show in hud)
cc_emit // Emits a closed caption
cc_findsound // Searches for soundname which emits specified text.
cc_flush // Flushes asyncd captions.
cc_lang "0" // Current close caption language (emtpy = use game UI language)
cc_linger_time "1" // Close caption linger time.
cc_minvisibleitems "1" // Minimum number of caption items to show.
cc_predisplay_time "0" // Close caption delay before showing caption.
cc_random // Emits a random caption
cc_sentencecaptionnorepeat "4" // How often a sentence can repeat.
cc_showblocks // Toggles showing which blocks are pending/loaded async.
cc_smallfontlength "300" // force usage of small font size.
cc_subtitles "0" // wont help hearing impaired players).
centerview
changelevel // Change server to the specified map
changelevel2 // Transition to the specified map in single player
changelevel_next // Immediately changes to the next map in the map rotation for the server.
chooseteam // Choose a new team
ch_createairboat // Spawn airboat in front of the player.
ch_createjeep // Spawn jeep in front of the player.
clear // Clear all console output.
clear_debug_overlays // clears debug overlays
clientport "27005" // Host game client port
closecaption "0" // Enable close captioning.
cl_allowdownload "1" // Client downloads customization files
cl_allowupload "1" // Client uploads customization files
cl_anglespeedkey "0"
cl_animationinfo // Hud element to examine.
cl_autobuy "0" // The order in which autobuy will attempt to purchase items
cl_autohelp "0" // Auto-help
cl_autowepswitch "0" // Automatically switch to picked up weapons (if more powerful)
cl_backspeed "400"
cl_bob "0"
cl_bobcycle "0"
cl_bobup "0"
cl_burninggibs "0" // A burning player that gibs has burning gibs.
cl_buy_favorite // Purchase a favorite weapon/equipment loadout
cl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favorite
cl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menu
cl_buy_favorite_reset // Reset favorite loadouts to the default
cl_buy_favorite_set // Saves the current loadout as a favorite
cl_c4dynamiclight "0" // Draw dynamic light when planted c4 flashes
cl_c4progressbar "1" // Draw progress bar when defusing the C4
cl_chatfilters "63" // Stores the chat filter settings
cl_class "0" // Default class when joining a game
cl_clearhinthistory // Clear memory of client side hints displayed to the player.
cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.
cl_clock_correction "1" // Enable/disable clock correction on the client.
cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amount
cl_clock_correction_adjustment_max_offset "90" // it moves towards apply
cl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.
cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).
cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.
cl_cmdrate "100" // Max number of command packets sent to server per second
cl_crosshairalpha "255"
cl_crosshaircolor "1" // 5=custom
cl_crosshaircolor_b "50"
cl_crosshaircolor_g "50"
cl_crosshaircolor_r "250"
cl_crosshairdot "0"
cl_crosshairscale "1200" // Crosshair scaling factor (deprecated)
cl_crosshairsize "6"
cl_crosshairspreadscale "0"
cl_crosshairthickness "0"
cl_crosshairusealpha "1"
cl_customsounds "0" // Enable customized player sound playback
cl_debugrumble "0" // Turn on rumble debugging spew
cl_debug_player_perf "0"
cl_decline_first_notification // Tries to decline/remove the first notification
cl_demoviewoverride "0" // Override view during demo playback
cl_detaildist "1200" // Distance at which detail props are no longer visible
cl_detailfade "400" // Distance across which detail props fade in
cl_detail_avoid_force "0" // percentage of the width of the detail sprite )
cl_detail_avoid_radius "64" // radius around detail sprite to avoid players
cl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding players
cl_detail_max_sway "5" // Amplitude of the detail prop sway
cl_detail_multiplier "1" // extra details to create
cl_disablefreezecam "0" // Turn on/off freezecam on client
cl_disablehtmlmotd "1" // Disable HTML motds.
cl_downloadfilter "0" // nosounds)
cl_drawhud "1" // Enable the rendering of the hud
cl_drawleaf "-1"
cl_drawmaterial "0" // Draw a particular material over the frame
cl_drawmonitors "1"
cl_drawshadowtexture "0"
cl_dump_particle_stats // dump particle profiling info to particle_profile.csv
cl_dynamiccrosshair "0" // 3=l
cl_ejectbrass "1"
cl_entityreport "0" // draw entity states to console
cl_entityreport_sorted "0" // 3 = peak
cl_ent_absbox // Displays the clients absbox for the entity under the crosshair.
cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.
cl_ent_rbox // Displays the clients render box for the entity under the crosshair.
cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.
cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.
cl_fastdetailsprites "1" // whether to use new detail sprite system
cl_fasttempentcollision "5"
cl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent substring
cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index index
cl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.
cl_forcepreload "1" // Whether we should force preloading.
cl_forwardspeed "400"
cl_fullupdate // Forces the server to send a full update packet
cl_hudhint_sound "1" // Disable hudhint sounds.
cl_idealpitchscale "0"
cl_ignorepackets "0" // Force client to ignore packets (for debugging).
cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).
cl_interp_all "0" // Disable interpolation list optimizations.
cl_interp_npcs "0" // if greater)
cl_interp_ratio "2" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging information
cl_jiggle_bone_framerate_cutoff "45" // Skip jiggle bone simulation if framerate drops below this value (frames/second)
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_language "0" // Language (from HKCUSoftwareValveSteamLanguage)
cl_left_hand_ik "0" // Attach players left hand to rifle with IK.
cl_legacy_crosshair_recoil "0" // Enable legacy framerate dependent crosshair recoil
cl_legacy_crosshair_scale "0" // Enable legacy crosshair scaling
cl_leveloverview "0"
cl_leveloverviewmarker "0"
cl_localnetworkbackdoor "1" // Enable network optimizations for single player games.
cl_locationalpha "150"
cl_logofile "0" // Spraypoint logo decal.
cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be rendered
cl_minmodels "0" // Uses one player model for each team.
cl_min_ct "1" // Controls which CT model is used when cl_minmodels is set.
cl_min_t "1" // Controls which Terrorist model is used when cl_minmodels is set.
cl_mouseenable "1"
cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.
cl_new_impact_effects "0"
cl_notifications_max_num_visible "3" // How many notifications are visible in-game.
cl_notifications_move_time "0" // How long it takes for a notification to move.
cl_notifications_show_ingame "1" // Whether notifications should show up in-game.
cl_nowinpanel "0" // Turn on/off win panel on client
cl_observercrosshair "1"
cl_overdraw_test "0"
cl_panelanimation // Shows panel animation variables: panelname | blank for all panels.
cl_particleeffect_aabb_buffer "2" // it wont have to be reinserted as oft
cl_particles_dump_effects
cl_particles_show_bbox "0"
cl_particle_batch_mode "1"
cl_particle_max_count "0"
cl_particle_retire_cost "0"
cl_pclass "0" // Dump entity by prediction classname.
cl_pdump "-1" // Dump info about this entity to screen.
cl_phys_props_enable "1" // Disable clientside physics props (must be set before loading a level).
cl_phys_props_max "300" // Maximum clientside physic props
cl_phys_props_respawndist "1500" // Minimum distance from the player that a clientside prop must be before its allowed to respawn.
cl_phys_props_respawnrate "60" // between clientside prop respawns.
cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)
cl_pitchdown "89"
cl_pitchspeed "225" // Client pitch speed.
cl_pitchup "89"
cl_playback_screenshots "0" // Allows the client to playback screenshot and jpeg commands in demos.
cl_playerspraydisable "0" // Disable player sprays.
cl_precacheinfo // Show precache info (client).
cl_predict "1" // Perform client side prediction.
cl_predictionlist "0" // Show which entities are predicting
cl_predictweapons "1" // Perform client side prediction of weapon effects.
cl_pred_optimize "2" // and also for not repredicting if there were no errors (2)
cl_pred_track // for field fieldname.
cl_radaralpha "200"
cl_radartype "0"
cl_radar_locked "0" // Lock the angle of the radar display
cl_ragdoll_collide "0"
cl_ragdoll_physics_enable "1" // Enable/disable ragdoll physics.
cl_rebuy "0" // The order in which rebuy will attempt to repurchase items
cl_removedecals // Remove the decals from the entity under the crosshair.
cl_resend "6" // Delay in seconds before the client will resend the connect attempt
cl_righthand "0" // Use right-handed view models.
cl_round_win_fade_time "1"
cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)
cl_scoreboard_clan_ct_color_blue "255" // Scoreboard CT player clan tag blue channel
cl_scoreboard_clan_ct_color_green "200" // Scoreboard CT player clan tag green channel
cl_scoreboard_clan_ct_color_red "150" // Scoreboard CT player clan tag red channel
cl_scoreboard_clan_t_color_blue "90" // Scoreboard T player clan tag blue channel
cl_scoreboard_clan_t_color_green "90" // Scoreboard T player clan tag green channel
cl_scoreboard_clan_t_color_red "240" // Scoreboard T player clan tag red channel
cl_scoreboard_ct_color_blue "255" // Scoreboard CT player data blue channel
cl_scoreboard_ct_color_green "200" // Scoreboard CT player data green channel
cl_scoreboard_ct_color_red "150" // Scoreboard CT player data red channel
cl_scoreboard_dead_clan_color_blue "125" // Scoreboard dead player clan tag blue channel
cl_scoreboard_dead_clan_color_green "125" // Scoreboard dead player clan tag green channel
cl_scoreboard_dead_clan_color_red "125" // Scoreboard dead player clan tag red channel
cl_scoreboard_dead_color_blue "125" // Scoreboard dead player data blue channel
cl_scoreboard_dead_color_green "125" // Scoreboard dead player data green channel
cl_scoreboard_dead_color_red "125" // Scoreboard dead player data red channel
cl_scoreboard_t_color_blue "90" // Scoreboard T player data blue channel
cl_scoreboard_t_color_green "90" // Scoreboard T player data green channel
cl_scoreboard_t_color_red "240" // Scoreboard T player data red channel
cl_screenshotname "0" // Custom Screenshot name
cl_SetupAllBones "0"
cl_shadowtextureoverlaysize "256"
cl_showbackpackrarities "0" // Show item rarities within the backpack.
cl_showbattery "0" // Draw current battery level at top of screen when on battery power
cl_ShowBoneSetupEnts "0" // Show which entities are having their bones setup each frame.
cl_showdemooverlay "0" // -1 - show always)
cl_showents // Dump entity list to console.
cl_showerror "0" // 2 for above plus detailed field deltas.
cl_showevents "0" // Print event firing info in the console
cl_showfps "1" // 2 = smooth fps)
cl_showhelp "1" // Set to 0 to not show on-screen help
cl_showpausedimage "1" // Show the Paused image when game is paused.
cl_showpluginmessages "1" // Allow plugins to display messages to you
cl_showpos "0" // Draw current position at top of screen
cl_ShowSunVectors "0"
cl_showtextmsg "1" // Enable/disable text messages printing on the screen.
cl_show_achievement_popups "1"
cl_show_num_particle_systems "0" // Display the number of active particle systems.
cl_show_splashes "1"
cl_sidespeed "400"
cl_smooth "1" // Smooth view/eye origin after prediction errors
cl_smoothtime "0" // Smooth clients view after prediction error over this many seconds
cl_soundemitter_flush // Flushes the sounds.txt system (client only)
cl_soundfile "0" // Jingle sound file.
cl_soundscape_flush // Flushes the client side soundscapes
cl_soundscape_printdebuginfo // print soundscapes
cl_spec_mode "1" // spectator mode
cl_sporeclipdistance "512"
cl_sun_decay_rate "0"
cl_team "0" // Default team when joining a game
cl_threaded_bone_setup "0" // Enable parallel processing of C_BaseAnimating::SetupBones()
cl_threaded_client_leaf_system "0"
cl_timeout "30" // the client will disconnect itself
cl_trade // Trade with a person by player name
cl_trade_steamid // Trade with a person by steam id
cl_trading_show_requests_from "3" // View trade requests from a certain group only.
cl_trigger_first_notification // Tries to accept/trigger the first notification
cl_updaterate "100" // Number of packets per second of updates you are requesting from the server
cl_upspeed "320"
cl_view // Set the view entity index.
cl_voice_filter "0" // Filter voice by name substring
cl_vote_ui_active_after_voting "0"
cl_vote_ui_show_notification "0"
cl_winddir "0" // Weather effects wind direction angle
cl_windspeed "0" // Weather effects wind speed scalar
cl_wpn_sway_interp "0"
cl_wpn_sway_scale "1"
cl_yawspeed "210" // Client yaw speed.
cmd // Forward command to server.
collision_shake_amp "0"
collision_shake_freq "0"
collision_shake_time "0"
collision_test // Tests collision system
colorcorrectionui // Show/hide the color correction tools UI.
commentary "0" // Desired commentary mode state.
commentary_available "0" // Automatically set by the game when a commentary file is available for the current map.
commentary_cvarsnotchanging
commentary_finishnode
commentary_firstrun "0"
commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer model name optional attached model name
commentary_testfirstrun
condump // dump the text currently in the console to condumpXX.log
connect // Connect to specified server.
contimes "8" // Number of console lines to overlay for debugging.
con_drawnotify "1" // Disables drawing of notification area (for taking screenshots).
con_enable "1" // Allows the console to be activated.
con_filter_enable "0" // 2 displays filtered text brighter than ot
con_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.
con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.
con_logfile "0" // Console output gets written to this file
con_notifytime "8" // How long to display recent console text to the upper part of the game window
con_nprint_bgalpha "50" // Con_NPrint background alpha.
con_nprint_bgborder "5" // Con_NPrint border size.
con_timestamp "0" // Prefix console.log entries with timestamps
con_trace "0" // Print console text to low level printout.
coop "0" // Cooperative play.
CreateHairball
CreatePredictionError // Create a prediction error
create_flashlight
creditsdone
crosshair "1"
cs_make_vip // Marks a player as the VIP
cs_ShowStateTransitions "-2" // cs_ShowStateTransitions ent index or -1 for all. Show player state transitions.
cvarlist // Show the list of convars/concommands.
c_maxdistance "200"
c_maxpitch "90"
c_maxyaw "135"
c_mindistance "30"
c_minpitch "0"
c_minyaw "-135"
c_orthoheight "100"
c_orthowidth "100"
datacachesize "32" // Size in MB.
dbghist_addline // Add a line to the debug history. Format: category id line
dbghist_dump // Dump the debug history to the console. Format: category id Categories: 0: Entity I/O 1: AI Decisions 2: Sc
deathmatch "1" // Running a deathmatch server.
debugsystemui // Show/hide the debug system UI.
debug_materialmodifycontrol "0"
debug_materialmodifycontrol_client "0"
debug_physimpact "0"
debug_touchlinks "0" // Spew touch link activity
decalfrequency "10"
default_fov "90"
demolist // Print demo sequence list.
demos // Demo demo file sequence.
demoui // Show/hide the demo player UI.
demoui2 // Show/hide the advanced demo player UI (demoui2).
demo_avellimit "2000" // Angular velocity limit before eyes considered snapped for demo playback.
demo_debug "0" // Demo debug info.
demo_fastforwardfinalspeed "20" // Go this fast when starting to hold FF button.
demo_fastforwardramptime "5" // How many seconds it takes to get to full FF speed.
demo_fastforwardstartspeed "2" // Go this fast when starting to hold FF button.
demo_fov_override "0" // this value will be used to override FOV during demo playback.
demo_gototick // Skips to a tick in demo.
demo_interplimit "4000" // How much origin velocity before its considered to have teleported causing interpolation to reset.
demo_interpolateview "1" // Do view interpolation during dem playback.
demo_legacy_rollback "1" // Use legacy view interpolation rollback amount in demo playback.
demo_pause // Pauses demo playback.
demo_pauseatservertick "0" // Pauses demo playback at server tick
demo_quitafterplayback "0" // Quits game after demo playback.
demo_recordcommands "1" // Record commands typed at console into .dem files.
demo_resume // Resumes demo playback.
demo_setendtick // Sets end demo playback tick. Set to 0 to disable.
demo_timescale // Sets demo replay speed.
demo_togglepause // Toggles demo playback.
developer "0" // Set developer message level
devshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.
devshots_screenshot // use the screenshot command instead.
differences // Show all convars which are not at their default values.
disconnect // Disconnect game from server.
dispcoll_drawplane "0"
displaysoundlist "0"
disp_dynamic "0"
dlight_debug // Creates a dlight in front of the player
download_debug "0"
drawcross // Draws a cross at the given location Arguments: x y z
drawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2
drawradar // Draws HUD radar
dsp_automatic "0"
dsp_db_min "80"
dsp_db_mixdrop "0"
dsp_dist_max "1440"
dsp_dist_min "0"
dsp_enhance_stereo "1"
dsp_facingaway "0"
dsp_mix_max "0"
dsp_mix_min "0"
dsp_off "0"
dsp_player "0"
dsp_reload
dsp_room "0"
dsp_slow_cpu "0"
dsp_spatial "40"
dsp_speaker "50"
dsp_volume "1"
dsp_vol_2ch "1"
dsp_vol_4ch "0"
dsp_vol_5ch "0"
dsp_water "14"
dti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).
dtwarning "0" // Print data table warnings
dtwatchclass "0" // Watch all fields encoded with this table.
dtwatchent "-1" // Watch this entities data table encoding.
dtwatchvar "0" // Watch the named variable.
dt_ShowPartialChangeEnts "0" // (SP only) - show entities that were copied using small optimized lists (FL_EDICT_PARTIAL_CHANGE).
dt_UsePartialChangeEnts "1" // (SP only) - enable FL_EDICT_PARTIAL_CHANGE optimization.
dumpentityfactories // Lists all entity factory names.
dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.
dumpgamestringtable // Dump the contents of the game string table to the console.
dumplongticks // Enables generating minidumps on long ticks.
dumpsavedir // List the contents of the save directory in memory
dumpstringtables // Print string tables to console.
dump_entity_sizes // Print sizeof(entclass)
dump_globals // Dump all global entities/states
dump_panels // Dump Panel Tree
dump_particlemanifest // Dump the list of particles loaded.
dump_x360_cfg // Dump X360 config files to disk
dump_x360_saves // Dump X360 save games to disk
echo // Echo text to console.
econ_show_items_with_tag // Lists the item definitions that have a specified tag.
editdemo // Edit a recorded demo file (.dem ).
editor_toggle // Disables the simulation and returns focus to the editor
enable_debug_overlays "1" // Enable rendering of debug overlays
endmovie // Stop recording movie frames.
endround // End the current round.
english "0" // running the english language set of assets.
ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is loo
ent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlay
ent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
ent_create // Creates an entity of the given type where the player is looking. Additional parameters can be passed in in the form: ent_creat
ent_debugkeys "0"
ent_dump // Usage: ent_dump entity name
ent_fire // Usage: ent_fire target [action] [value] [delay]
ent_info // Usage: ent_info class name
ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue entity id key1=v
ent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mes
ent_messages_draw "0" // Visualizes all entity input/output activity.
ent_name
ent_orient // only orients target entitys YAW. Use the allangles opt
ent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any mess
ent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {class
ent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Ar
ent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking at
ent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}
ent_rotate // Rotates an entity by a specified # of degrees
ent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks wh
ent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /
ent_step // When ent_pause is set this will step through one waiting input / output message at a time.
ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport entity name
ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_
ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks wha
envmap
escape // Escape key pressed.
exec // Execute script file.
exit // Exit the engine.
explode // Kills the player with explosive damage
explodevector // Kills a player applying an explosive force. Usage: explodevector player x value y value z value
fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
fast_fogvolume "0"
filesystem_buffer_size "0" // Size of per file buffers. 0 for none
find // Find concommands with the specified string in their name/help text.
findflags // Find concommands by flags.
find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent substring
find_ent_index // Display data for entity matching specified index. Format: find_ent_index index
firetarget
fire_absorbrate "3"
fire_dmgbase "1"
fire_dmginterval "1"
fire_dmgscale "0"
fire_extabsorb "5"
fire_extscale "12"
fire_growthrate "1"
fire_heatscale "1"
fire_incomingheatscale "0"
fire_maxabsorb "50"
firstperson // Switch to firstperson camera.
fish_debug "0" // Show debug info for fish
fish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.
flex_expression "0"
flex_looktime "5"
flex_maxawaytime "1"
flex_maxplayertime "7"
flex_minawaytime "0"
flex_minplayertime "5"
flex_rules "1" // Allow flex animation rules to run.
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
flex_talk "0"
flush // Flush unlocked cache memory.
flush_locked // Flush unlocked and locked cache memory.
fogui // Show/hide fog control UI.
fog_color "-1"
fog_colorskybox "-1"
fog_enable "1"
fog_enableskybox "1"
fog_enable_water_fog "1"
fog_end "-1"
fog_endskybox "-1"
fog_maxdensity "-1"
fog_maxdensityskybox "-1"
fog_override "0"
fog_start "-1"
fog_startskybox "-1"
force_centerview
fov // Change players FOV
fps_max "300" // cannot be set while connected to a server.
free_pass_peek_debug "0"
fs_monitor_read_from_pack "0" // 2:Sync only
fs_printopenfiles // Show all files currently opened by the engine.
fs_report_sync_opens "0" // 2:Not during load
fs_warning_level // Set the filesystem warning level.
fs_warning_mode "0" // 2:Warn other threads
func_breakdmg_bullet "0"
func_breakdmg_club "1"
func_breakdmg_explosive "1"
func_break_max_pieces "15"
func_break_reduction_factor "0"
g15_dumpplayer // Spew player data.
g15_reload // Reloads the Logitech G-15 Keyboard configs.
g15_update_msec "250" // Logitech G-15 Keyboard update interval.
gamemenucommand // Issue game menu command.
gameui_activate // Shows the game UI
gameui_allowescape // Escape key allowed to hide game UI
gameui_allowescapetoshow // Escape key allowed to show game UI
gameui_hide // Hides the game UI
gameui_hide_dialog // asdf
gameui_preventescape // Escape key doesnt hide game UI
gameui_preventescapetoshow // Escape key doesnt show game UI
gameui_show_dialog // Show an arbitrary Dialog.
gameui_xbox "0"
getpos // dump position and angles to the console
give // Give item to player. Arguments: item_name
givecurrentammo // Give a supply of ammo for current weapon..
global_set // 2 = DEAD).
gl_clear "0"
gl_clear_randomcolor "0" // Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
god // Toggle. Player becomes invulnerable.
groundlist // Display ground entity list index
g_debug_angularsensor "0"
g_debug_constraint_sounds "0" // Enable debug printing about constraint sounds.
g_debug_doors "0"
g_debug_npc_vehicle_roles "0"
g_debug_ragdoll_removal "0"
g_debug_ragdoll_visualize "0"
g_debug_trackpather "0"
g_debug_transitions "0" // Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities
g_debug_vehiclebase "0"
g_debug_vehicledriver "0"
g_debug_vehicleexit "0"
g_debug_vehiclesound "0"
g_jeepexitspeed "100"
g_Language "0"
g_ragdoll_fadespeed "600"
g_ragdoll_important_maxcount "2"
g_ragdoll_lvfadespeed "100"
g_ragdoll_maxcount "8"
hammer_update_entity // Updates the entitys position/angles when in edit mode
hammer_update_safe_entities // Updates entities in the map that can safely be updated (dont have parents or are affected by constraints). Also excludes entit
hap_damagescale_game "1"
hap_HasDevice "0" // falcon is connected
hap_melee_scale "0"
hap_noclip_avatar_scale "0"
hap_ui_vehicles "0"
heartbeat // Force heartbeat of master servers
help // Find help about a convar/concommand.
hideconsole // Hide the console.
hidehud "0"
hidepanel // Hides a viewport panel name
hideradar // Hides HUD radar
hl2_episodic "0"
hostage_debug "0" // Show hostage AI debug information
hostip "0" // Host game server ip
hostname "0" // Hostname for server.
hostport "27015" // Host game server port
host_flush_threshold "20" // Memory threshold below which the host should flush caches between server instances
host_framerate "0" // Set to lock per-frame time elapse.
host_limitlocal "0" // Apply cl_cmdrate and cl_updaterate to loopback connection
host_map "0" // Current map name.
host_profile "0"
host_runofftime // Run off some time without rendering/updating sounds
host_showcachemiss "0" // Print a debug message when the client or server cache is missed.
host_ShowIPCCallCount "0" // the # of IPC calls is shown every frame.
host_sleep "0" // Force the host to sleep a certain number of milliseconds each frame.
host_speeds "0" // Show general system running times.
host_thread_mode "0" // 2 == force)
host_timer_report // Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)
host_timer_spin_ms "0" // Use CPU busy-loop for improved timer precision (dedicated only)
host_timescale "1" // Prescale the clock by this amount.
host_writeconfig // Store current settings to config.cfg (or specified .cfg file).
hud_achievement_count "5" // Max number of achievements that can be shown on the HUD
hud_achievement_description "1" // Show full descriptions of achievements on the HUD
hud_achievement_glowtime "2" // Duration of glow effect around incremented achievements
hud_achievement_tracker "1" // Show or hide the achievement tracker
hud_autoaim_method "1"
hud_autoaim_scale_icon "0"
hud_autoreloadscript "0" // Automatically reloads the animation script each time one is ran
hud_classautokill "1" // Automatically kill player after choosing a new playerclass.
hud_deathnotice_time "6"
hud_drawhistory_time "5"
hud_draw_active_reticle "0"
hud_draw_fixed_reticle "0"
hud_fastswitch "1"
hud_freezecamhide "0" // Hide the HUD during freeze-cam
hud_jeephint_numentries "10"
hud_magnetism "0"
hud_reloadscheme // Reloads hud layout and animation scripts.
hud_reticle_alpha_speed "700"
hud_reticle_maxalpha "255"
hud_reticle_minalpha "125"
hud_reticle_scale "1"
hud_saytext_time "12"
hud_showtargetid "1" // Enables display of target names
hud_showtargetpos "0" // 4: lower right
hud_takesshots "0" // Auto-save a scoreboard screenshot at the end of a map.
hurtme // Hurts the player. Arguments: health to lose
impulse
incrementvar // Increment specified convar value.
invnext
invprev
in_usekeyboardsampletime "1" // Use keyboard sample time smoothing.
ip "0" // Overrides IP for multihomed hosts
item_show_whitelistable_definitions // Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
joyadvancedupdate
joystick "0"
joy_accelmax "1"
joy_accelscale "0"
joy_accel_filter "0"
joy_advanced "0"
joy_advaxisr "0"
joy_advaxisu "0"
joy_advaxisv "0"
joy_advaxisx "0"
joy_advaxisy "0"
joy_advaxisz "0"
joy_autoaimdampen "0" // How much to scale user stick input when the gun is pointing at a valid target.
joy_autoaimdampenrange "0" // The stick range where autoaim dampening is applied. 0 = off
joy_autosprint "0" // Automatically sprint when moving with an analog joystick
joy_axisbutton_threshold "0" // Analog axis range before a button press is registered.
joy_diagonalpov "0" // too.
joy_display_input "0"
joy_forwardsensitivity "-1"
joy_forwardthreshold "0"
joy_inverty "0" // Whether to invert the Y axis of the joystick for looking.
joy_inverty_default "0"
joy_lowend "1"
joy_lowmap "1"
joy_movement_stick "0" // Which stick controls movement (0 is left stick)
joy_movement_stick_default "0"
joy_name "0"
joy_pegged "0"
joy_pitchsensitivity "1"
joy_pitchsensitivity_default "-1"
joy_pitchthreshold "0"
joy_response_look "0" // 1=Acceleration Promotion
joy_response_move "1" // 1/sensitivity
joy_response_move_vehicle "6"
joy_sidesensitivity "1"
joy_sidethreshold "0"
joy_vehicle_turn_lowend "0"
joy_vehicle_turn_lowmap "0"
joy_virtual_peg "0"
joy_wingmanwarrior_centerhack "0" // Wingman warrior centering hack.
joy_wingmanwarrior_turnhack "0" // Wingman warrior hack related to turn axes.
joy_xcontroller_cfg_loaded "0" // the 360controller.cfg file will be executed on startup & option changes.
joy_xcontroller_found "0" // Automatically set to 1 if an xcontroller has been detected.
joy_yawsensitivity "-1"
joy_yawsensitivity_default "-1"
joy_yawthreshold "0"
jpeg // Take a jpeg screenshot: jpeg filename quality 1-100.
jpeg_quality "90" // jpeg screenshot quality.
kdtree_test // Tests spatial partition for entities queries.
key_findbinding // Find key bound to specified command string.
key_listboundkeys // List bound keys with bindings.
key_updatelayout // Updates game keyboard layout to current windows keyboard setting.
kick // Kick a player by name.
kickall // Kicks everybody connected with a message.
kickid // with a message.
kill // Kills the player with generic damage
killserver // Shutdown the server.
killvector // Kills a player applying force. Usage: killvector player x value y value z value
lastinv
lightcache_maxmiss "2"
lightprobe // Samples the lighting environment. Creates a cubemap and a file indicating the local lighting in a subdirectory called material
light_crosshair // Show texture color at crosshair
linefile // Parses map leak data from .lin file
listdemo // List demo file contents.
listid // Lists banned users.
listip // List IP addresses on the ban list.
listissues // List all the issues that can be voted on.
listmodels // List loaded models.
listRecentNPCSpeech // Displays a list of the last 5 lines of speech from NPCs.
load // Load a saved game.
loadcommentary
loader_dump_table
loader_spew_info "0" // -1:All
loader_spew_info_ex "0" // (internal)
lod_TransitionDist "800"
log // and udp on | off .
logaddress_add // Set address and port for remote host ip:port.
logaddress_del // Remove address and port for remote host ip:port.
logaddress_delall // Remove all udp addresses being logged to
logaddress_list // List all addresses currently being used by logaddress.
log_verbose_enable "0" // Set to 1 to enable verbose server log on the server.
log_verbose_interval "3" // Determines the interval (in seconds) for the verbose server log.
lookspring "0"
lookstrafe "0"
lservercfgfile "0"
map // Start playing on specified map.
mapcyclefile "0" // Name of the .txt file used to cycle the maps on multiplayer servers
maps // Displays list of maps.
map_background // Runs a map as the background to the main menu.
map_commentary // on a specified map.
map_edit
map_noareas "0" // Disable area to area connection testing.
map_setbombradius // Sets the bomb radius for the map.
map_showbombradius // Shows bomb radius from the center of each bomb site and planted bomb.
map_showspawnpoints // Shows player spawn points (red=invalid)
matchmakingport "27025" // Host Matchmaking port
mat_aaquality "0"
mat_accelerate_adjust_exposure_down "3"
mat_alphacoverage "1"
mat_antialias "1"
mat_autoexposure_max "2"
mat_autoexposure_min "0"
mat_bloomamount_rate "0"
mat_bloomscale "1"
mat_bloom_scalefactor_scalar "1"
mat_bufferprimitives "1"
mat_bumpbasis "0"
mat_bumpmap "1"
mat_camerarendertargetoverlaysize "128"
mat_clipz "1"
mat_colcorrection_disableentities "0" // Disable map color-correction entities
mat_colorcorrection "0"
mat_color_projection "0"
mat_compressedtextures "1"
mat_configcurrent // show the current video control panel config for the material system
mat_crosshair // Display the name of the material under the crosshair
mat_crosshair_edit // open the material under the crosshair in the editor defined by mat_crosshair_edit_editor
mat_crosshair_explorer // open the material under the crosshair in explorer and highlight the vmt file
mat_crosshair_printmaterial // print the material under the crosshair
mat_crosshair_reloadmaterial // reload the material under the crosshair
mat_debugalttab "0"
mat_debugdepth "0"
mat_debugdepthmode "0"
mat_debugdepthval "128"
mat_debugdepthvalmax "256"
mat_debug_autoexposure "0"
mat_debug_bloom "0"
mat_debug_postprocessing_effects "0" // 2 = only apply post-processing to the centre of the screen
mat_debug_process_halfscreen "0"
mat_depthbias_decal "-262144"
mat_depthbias_normal "0"
mat_depthbias_shadowmap "0"
mat_diffuse "1"
mat_disablehwmorph "0" // Disables HW morphing for particular mods
mat_disable_bloom "0"
mat_disable_d3d9ex "0" // Disables Windows Aero DirectX extensions (may positively or negatively affect performance depending on video drivers)
mat_disable_fancy_blending "0"
mat_disable_lightwarp "0"
mat_disable_ps_patch "0"
mat_drawflat "0"
mat_drawTexture "0" // Enable debug view texture
mat_drawTextureScale "1" // Debug view texture scale
mat_drawTitleSafe "0" // Enable title safe overlay
mat_drawwater "1"
mat_dump_rts "0"
mat_dxlevel "95"
mat_dynamic_tonemapping "1"
mat_edit // Bring up the material under the crosshair in the editor
mat_envmapsize "128"
mat_envmaptgasize "32"
mat_excludetextures "0"
mat_exposure_center_region_x "0"
mat_exposure_center_region_x_flashlight "0"
mat_exposure_center_region_y "0"
mat_exposure_center_region_y_flashlight "0"
mat_fastclip "0"
mat_fastnobump "0"
mat_fastspecular "1" // Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_fillrate "0"
mat_filterlightmaps "1"
mat_filtertextures "1"
mat_forceaniso "16"
mat_forcedynamic "0"
mat_forcehardwaresync "1"
mat_forcemanagedtextureintohardware "0"
mat_force_bloom "0"
mat_force_ps_patch "0"
mat_force_tonemap_scale "0"
mat_framebuffercopyoverlaysize "128"
mat_frame_sync_enable "1"
mat_frame_sync_force_texture "0" // Force frame syncing to lock a managed texture.
mat_fullbright "0"
mat_hdr_enabled // Report if HDR is enabled for debugging
mat_hdr_level "0" // and 2 for full HDR on HDR maps.
mat_hdr_manual_tonemap_rate "1"
mat_hdr_tonemapscale "1" // 16 = eyes wide open.
mat_hdr_uncapexposure "0"
mat_hsv "0"
mat_info // Shows material system info
mat_leafvis "0" // Draw wireframe of current leaf
mat_levelflush "1"
mat_lightmap_pfms "0" // Outputs .pfm files containing lightmap data for each lightmap page when a level exits.
mat_loadtextures "1"
mat_luxels "0"
mat_managedtextures "1" // allows Direct3D to manage texture uploading at the cost of extra system memory
mat_maxframelatency "1"
mat_max_worldmesh_vertices "65536"
mat_measurefillrate "0"
mat_mipmaptextures "1"
mat_monitorgamma "1" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
mat_monitorgamma_tv_enabled "0"
mat_monitorgamma_tv_exp "2"
mat_monitorgamma_tv_range_max "255"
mat_monitorgamma_tv_range_min "16"
mat_morphstats "0"
mat_motion_blur_enabled "0"
mat_motion_blur_falling_intensity "1"
mat_motion_blur_falling_max "20"
mat_motion_blur_falling_min "10"
mat_motion_blur_forward_enabled "0"
mat_motion_blur_percent_of_screen_max "4"
mat_motion_blur_rotation_intensity "1"
mat_motion_blur_strength "1"
mat_non_hdr_bloom_scalefactor "0"
mat_norendering "0"
mat_normalmaps "0"
mat_normals "0"
mat_parallaxmap "0"
mat_picmip "0"
mat_postprocessing_combine "1" // software anti-aliasing and color correction into one post-processing pass
mat_postprocess_x "4"
mat_postprocess_y "1"
mat_powersavingsmode "0" // Power Savings Mode
mat_proxy "0"
mat_queue_mode "-1" // 1=queued sing
mat_reducefillrate "0"
mat_reduceparticles "0"
mat_reloadallmaterials // Reloads all materials
mat_reloadmaterial // Reloads a single material
mat_reloadtextures // Reloads all textures
mat_remoteshadercompile "0"
mat_reporthwmorphmemory // Reports the amount of size in bytes taken up by hardware morph textures.
mat_report_queue_status "0"
mat_reversedepth "0"
mat_savechanges // saves current video configuration to the registry
mat_setvideomode // windowed state of the material system
mat_shadowstate "1"
mat_showcamerarendertarget "0"
mat_showenvmapmask "0"
mat_showframebuffertexture "0"
mat_showlightmappage "-1"
mat_showlowresimage "0"
mat_showmaterials // Show materials.
mat_showmaterialsverbose // Show materials (verbose version).
mat_showmiplevels "0" // 1: everything else
mat_showtextures // Show used textures.
mat_showwatertextures "0"
mat_show_ab_hdr "0"
mat_show_ab_hdr_hudelement "0" // HDR Demo HUD Element toggle.
mat_show_histogram "0"
mat_show_texture_memory_usage "0" // Display the texture memory usage on the HUD.
mat_slopescaledepthbias_decal "0"
mat_slopescaledepthbias_normal "0"
mat_slopescaledepthbias_shadowmap "5"
mat_softwarelighting "0"
mat_softwareskin "0"
mat_software_aa_blur_one_pixel_lines "0" // (1.0 - lots)
mat_software_aa_debug "0" // (2 - show anti-a
mat_software_aa_edge_threshold "1" // Software AA - adjusts the sensitivity of the software AA shaders edge detection (default 1.0 - a lower value will soften more
mat_software_aa_quality "0" // (1 - 9-tap filter)
mat_software_aa_strength "0" // Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength o
mat_software_aa_strength_vgui "1" // but forced to this value when called by the post vgui AA pass.
mat_software_aa_tap_offset "1" // Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the im
mat_specular "1" // Enable/Disable specularity for perf testing. Will cause a material reload upon change.
mat_spewvertexandpixelshaders // Print all vertex and pixel shaders currently loaded to the console
mat_stub "0"
mat_supportflashlight "1" // 1 - flashlight is supported
mat_surfaceid "0"
mat_surfacemat "0"
mat_texture_limit "-1" // the material system will limit the amount of texture memory it uses in a frame. Useful for identifying
mat_texture_list "0" // show a list of used textures per frame
mat_texture_list_all "0" // then the texture list panel will show all currently-loaded textures.
mat_texture_list_content_path "0" // itll assume your content directory is next to the currently runn
mat_texture_list_txlod // -1 to dec resolution
mat_texture_list_txlod_sync // save - saves all changes to material content files
mat_texture_list_view "1" // then the texture list panel will render thumbnails of currently-loaded textures.
mat_tonemapping_occlusion_use_stencil "0"
mat_tonemap_algorithm "1" // 0 = Original Algorithm 1 = New Algorithm
mat_tonemap_min_avglum "3"
mat_tonemap_percent_bright_pixels "2"
mat_tonemap_percent_target "60"
mat_trilinear "0"
mat_use_compressed_hdr_textures "1"
mat_viewportscale "1" // Scale down the main viewport (to reduce GPU impact on CPU profiling)
mat_visualize_dof "0"
mat_vsync "0" // Force sync to vertical retrace
mat_wateroverlaysize "128"
mat_wireframe "0"
mat_yuv "0"
maxplayers // Change the maximum number of players allowed on this server.
memory // Print memory stats.
memory_diff // show memory stats relative to snapshot
memory_list // dump memory list (linux only)
memory_mark // snapshot current allocation status
memory_status // show memory stats (linux only)
mem_compact
mem_dump // Dump memory stats to text file.
mem_dumpstats "0" // Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )
mem_dumpvballocs // Dump VB memory allocation stats.
mem_eat
mem_force_flush "0" // Force cache flush of unlocked resources on every alloc
mem_max_heapsize "256" // Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_max_heapsize_dedicated "64" // for dedicated server (in mb)
mem_min_heapsize "48" // Minimum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_periodicdumps "0" // Write periodic memstats dumps every n seconds.
mem_test
mem_test_each_frame "0" // Run heap check at end of every frame
mem_test_every_n_seconds "0" // Run heap check at a specified interval
mem_vcollide // Dumps the memory used by vcollides
menuselect // menuselect
minisave // Saves game (for current level only!)
mission_list // List all available tactical missions
mission_show // Show the given mission
mm_add_item // Add a stats item
mm_add_player // Add a player
mm_max_spectators "4" // Max players allowed on the spectator team
mm_message // Send a message to all remote clients
mm_minplayers "2" // Number of players required to start an unranked game
mm_select_session // Select a session
mm_session_info // Dump session information
mm_stats
model_list // Dump model list to file
mod_forcedata "1" // Forces all model file data into cache on model load.
mod_forcetouchdata "1" // Forces all model file data into cache on model load.
mod_load_anims_async "0"
mod_load_fakestall "0" // Forces all ANI file loading to stall for specified ms
mod_load_mesh_async "0"
mod_load_showstall "0" // 2 - show stalls
mod_load_vcollide_async "0"
mod_lock_mdls_on_load "0"
mod_test_mesh_not_available "0"
mod_test_not_available "0"
mod_test_verts_not_available "0"
mod_touchalldata "1" // Touch model data during level startup
mod_trace_load "0"
motdfile "0" // The MOTD file to load.
motdfile_text "0" // The text-only MOTD file to use for clients that have disabled HTML MOTDs.
movie_fixwave // etc.
mp_allowNPCs "1"
mp_allowspectators "1" // toggles whether the server allows spectator mode or not
mp_autocrosshair "1"
mp_autokick "1" // Kick idle/team-killing players
mp_autoteambalance "1"
mp_bonusroundtime "15" // Time after round win until round restarts
mp_buytime "1" // How many minutes after round start players can buy items for.
mp_c4timer "45" // how long from when the C4 is armed until it blows
mp_chattime "10" // amount of time players can chat after the game is over
mp_clan_readyrestart "0" // game will restart once someone from each team gives the ready signal
mp_clan_ready_signal "0" // Text that team leader from each team must speak for the match to begin
mp_decals "50"
mp_defaultteam "0"
mp_disable_autokick // Prevents a userid from being auto-kicked
mp_disable_respawn_times "0"
mp_dump_timers // Prints round timers to the console for debugging
mp_enableroundwaittime "1" // Enable timers to wait between rounds.
mp_fadetoblack "0" // fade a players screen to black when he dies
mp_falldamage "0"
mp_flashlight "0"
mp_footsteps "1"
mp_forceautoteam "0" // Automatically assign players to teams when joining.
mp_forcecamera "1" // Restricts spectator modes for dead players
mp_forcerespawn "1"
mp_forcerespawnplayers // Force all players to respawn.
mp_forcewin // Forces team to win
mp_fraglimit "0" // The number of kills at which the map ends
mp_freezetime "6" // how many seconds to keep players frozen when the round starts
mp_friendlyfire "0" // Allows team members to injure other members of their team
mp_holiday_nogifts "0" // Set to 1 to prevent holiday gifts from spawning when players are killed.
mp_hostagepenalty "13" // Terrorist are kicked for killing too much hostages
mp_humanteam "0" // T}
mp_ignore_round_win_conditions "0" // Ignore conditions which would end the current round
mp_limitteams "2" // Max # of players 1 team can have over another (0 disables check)
mp_logdetail "0" // 3=both)
mp_match_end_at_timelimit "0" // Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
mp_maxrounds "0" // max number of rounds to play before server changes maps
mp_playerid "0" // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
mp_playerid_delay "0" // Number of seconds to delay showing information in the status bar
mp_playerid_hold "0" // Number of seconds to keep showing old information in the status bar
mp_respawnwavetime "10" // Time between respawn waves.
mp_restartgame "0" // game will restart in the specified number of seconds
mp_restartgame_immediate "0" // game will restart immediately
mp_restartround "0" // the current round will restart in the specified number of seconds
mp_roundtime "2" // How many minutes each round takes.
mp_round_restart_delay "5" // Number of seconds to delay before restarting a round after a win
mp_scrambleteams // Scramble the teams and restart the game
mp_scrambleteams_auto "1" // Server will automatically scramble the teams if criteria met. Only works on dedicated servers.
mp_scrambleteams_auto_windifference "2" // Number of round wins a team must lead by in order to trigger an auto scramble.
mp_show_voice_icons "1" // Show overhead player voice icons when players are speaking.
mp_spawnprotectiontime "5" // Kick players who team-kill within this many seconds of a round restart.
mp_stalemate_enable "0" // Enable/Disable stalemate mode.
mp_stalemate_meleeonly "0" // Restrict everyone to melee weapons only while in Sudden Death.
mp_stalemate_timelimit "240" // Timelimit (in seconds) of the stalemate round.
mp_startmoney "800" // amount of money each player gets when they reset
mp_switchteams // Switch teams and restart the game
mp_teamlist "0"
mp_teamoverride "1"
mp_teamplay "0"
mp_teams_unbalance_limit "1" // Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
mp_timelimit "0" // game time per map in minutes
mp_tkpunish "0" // 1=yes}
mp_tournament "0"
mp_tournament_allow_non_admin_restart "1" // Allow mp_tournament_restart command to be issued by players other than admin.
mp_tournament_restart // Restart Tournament Mode on the current level.
mp_tournament_whitelist "0" // Specifies the item whitelist file to use.
mp_usehwmmodels "0" // 0 = based upon GPU)
mp_usehwmvcds "0" // 0 = based upon GPU)
mp_waitingforplayers_cancel "0" // Set to 1 to end the WaitingForPlayers period.
mp_waitingforplayers_restart "0" // Set to 1 to start or restart the WaitingForPlayers period.
mp_waitingforplayers_time "0" // WaitingForPlayers time length in seconds
mp_weaponstay "0"
mp_winlimit "0" // Max score one team can reach before server changes maps
multvar // Multiply specified convar value.
muzzleflash_light "1"
m_customaccel "0" // Custom mouse acceleration: 0: custom accelaration disabled 1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta,
m_customaccel_exponent "1" // Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max "0" // 0 for no limit
m_customaccel_scale "0" // Custom mouse acceleration value.
m_filter "0" // Mouse filtering (set this to 1 to average the mouse over 2 frames).
m_forward "1" // Mouse forward factor.
m_mouseaccel1 "0" // Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 "0" // Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed "1" // 2 to enable secondary threshold
m_pitch "0" // Mouse pitch factor.
m_rawinput "0" // Use Raw Input for mouse input.
m_side "0" // Mouse side factor.
m_yaw "0" // Mouse yaw factor.
name "0" // Current user name
nav_add_to_selected_set // Add current area to the selected set.
nav_add_to_selected_set_by_id // Add specified area id to the selected set.
nav_analyze // Re-analyze the current Navigation Mesh and save it to disk.
nav_area_bgcolor "0" // RGBA color to draw as the background color for nav areas while editing.
nav_area_max_size "50" // Max area size created in nav generation
nav_avoid // Toggles the avoid this area when possible flag used by the AI system.
nav_begin_area // drag the opposite corner to the desired location and
nav_begin_deselecting // Start continuously removing from the selected set.
nav_begin_drag_deselecting // Start dragging a selection area.
nav_begin_drag_selecting // Start dragging a selection area.
nav_begin_selecting // Start continuously adding to the selected set.
nav_begin_shift_xy // Begin shifting the Selected Set.
nav_build_ladder // Attempts to build a nav ladder on the climbable surface under the cursor.
nav_check_connectivity // Checks to be sure every (or just the marked) nav area can get to every goal area for the map (hostages or bomb site).
nav_check_file_consistency // Scans the maps directory and reports any missing/out-of-date navigation files.
nav_check_floor // Updates the blocked/unblocked status for every nav area.
nav_check_stairs // Update the nav mesh STAIRS attribute
nav_chop_selected // Chops all selected areas into their component 1x1 areas
nav_clear_attribute // Remove given nav attribute from all areas in the selected set.
nav_clear_selected_set // Clear the selected set.
nav_clear_walkable_marks // Erase any previously placed walkable positions.
nav_compress_id // Re-orders area and ladder IDs so they are continuous.
nav_connect // then invoke the connect command. Note that this creates a
nav_coplanar_slope_limit "0"
nav_coplanar_slope_limit_displacement "0"
nav_corner_adjust_adjacent "18" // radius used to raise/lower corners in nearby areas when raising/lowering corners.
nav_corner_lower // Lower the selected corner of the currently marked Area.
nav_corner_place_on_ground // Places the selected corner of the currently marked Area on the ground.
nav_corner_raise // Raise the selected corner of the currently marked Area.
nav_corner_select // Select a corner of the currently marked Area. Use multiple times to access all four corners.
nav_create_area_at_feet "0" // Anchor nav_begin_area Z to editing players feet
nav_create_place_on_ground "0" // nav areas will be placed flush with the ground when created by hand.
nav_crouch // Toggles the must crouch in this area flag used by the AI system.
nav_debug_blocked "0"
nav_delete // Deletes the currently highlighted Area.
nav_delete_marked // Deletes the currently marked Area (if any).
nav_disconnect // then invoke the disconnect command. This will remove all connec
nav_disconnect_outgoing_oneways // disconnect all outgoing one-way connections.
nav_displacement_test "10000" // Checks for nodes embedded in displacements (useful for in-development maps)
nav_dont_hide // Toggles the area is not suitable for hiding spots flag used by the AI system.
nav_drag_selection_volume_zmax_offset "32" // The offset of the nav drag volume top from center
nav_drag_selection_volume_zmin_offset "32" // The offset of the nav drag volume bottom from center
nav_draw_limit "500" // The maximum number of areas to draw in edit mode
nav_dump_selected_set_positions // z) coordinates of the centers of all selected nav areas to a file.
nav_edit "0" // Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
nav_end_area // Defines the second corner of a new Area or Ladder and creates it.
nav_end_deselecting // Stop continuously removing from the selected set.
nav_end_drag_deselecting // Stop dragging a selection area.
nav_end_drag_selecting // Stop dragging a selection area.
nav_end_selecting // Stop continuously adding to the selected set.
nav_end_shift_xy // Finish shifting the Selected Set.
nav_flood_select // use this command again.
nav_generate // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_fencetops "1" // Autogenerate nav areas on fence and obstacle tops
nav_generate_fixup_jump_areas "1" // Convert obsolete jump areas into 2-way connections
nav_generate_incremental // Generate a Navigation Mesh for the current map and save it to disk.
nav_generate_incremental_range "2000"
nav_generate_incremental_tolerance "0" // Z tolerance for adding new nav areas.
nav_gen_cliffs_approx // post-processing approximation
nav_jump // Toggles the traverse this area by jumping flag used by the AI system.
nav_ladder_flip // Flips the selected ladders direction.
nav_load // Loads the Navigation Mesh for the current map.
nav_lower_drag_volume_max // Lower the top of the drag select volume.
nav_lower_drag_volume_min // Lower the bottom of the drag select volume.
nav_make_sniper_spots // Chops the marked area into disconnected sub-areas suitable for sniper spots.
nav_mark // Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
nav_mark_attribute // Set nav attribute for all areas in the selected set.
nav_mark_unnamed // Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
nav_mark_walkable // Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate
nav_max_view_distance "6000" // Maximum range for precomputed nav mesh visibility (0 = default 1500 units)
nav_max_vis_delta_list_length "64"
nav_merge // and invoke the merge comm
nav_merge_mesh // Merges a saved selected set into the current mesh.
nav_no_hostages // Toggles the hostages cannot use this area flag used by the AI system.
nav_no_jump // Toggles the dont jump in this area flag used by the AI system.
nav_place_floodfill // and flood-fills the Place to all adjacent Areas. Flood-filli
nav_place_list // Lists all place names used in the map.
nav_place_pick // Sets the current Place to the Place of the Area under the cursor.
nav_place_replace // Replaces all instances of the first place with the second place.
nav_place_set // Sets the Place of all selected areas to the current Place.
nav_potentially_visible_dot_tolerance "0"
nav_precise // Toggles the dont avoid obstacles flag used by the AI system.
nav_quicksave "1" // Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
nav_raise_drag_volume_max // Raise the top of the drag select volume.
nav_raise_drag_volume_min // Raise the bottom of the drag select volume.
nav_recall_selected_set // Re-selects the stored selected set.
nav_remove_from_selected_set // Remove current area from the selected set.
nav_remove_jump_areas // replacing them with connections.
nav_restart_after_analysis "1" // but is useful for increm
nav_run // Toggles the traverse this area by running flag used by the AI system.
nav_save // Saves the current Navigation Mesh to disk.
nav_save_selected // Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
nav_selected_set_border_color "100" // Color used to draw the selected set borders while editing.
nav_selected_set_color "255" // Color used to draw the selected set background while editing.
nav_select_blocked_areas // Adds all blocked areas to the selected set
nav_select_damaging_areas // Adds all damaging areas to the selected set
nav_select_half_space // Selects any areas that intersect the given half-space.
nav_select_invalid_areas // Adds all invalid areas to the Selected Set.
nav_select_larger_than // Select nav areas where both dimensions are larger than the given size.
nav_select_obstructed_areas // Adds all obstructed areas to the selected set
nav_select_orphans // Adds all orphan areas to the selected set (highlight a valid area first).
nav_select_overlapping // Selects nav areas that are overlapping others.
nav_select_radius // Adds all areas in a radius to the selection set
nav_select_stairs // Adds all stairway areas to the selected set
nav_set_place_mode // Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
nav_shift // Shifts the selected areas by the specified amount
nav_show_approach_points "0" // Show Approach Points in the Navigation Mesh.
nav_show_area_info "0" // Duration in seconds to show nav area ID and attributes while editing
nav_show_compass "0"
nav_show_continguous "0" // Highlight non-contiguous connections
nav_show_danger "0" // Show current danger levels.
nav_show_dumped_positions // z) coordinate positions of the given dump file.
nav_show_func_nav_avoid "0" // Show areas of designer-placed bot avoidance due to func_nav_avoid entities
nav_show_func_nav_prefer "0" // Show areas of designer-placed bot preference due to func_nav_prefer entities
nav_show_light_intensity "0"
nav_show_nodes "0"
nav_show_node_grid "0"
nav_show_node_id "0"
nav_show_player_counts "0" // Show current player counts in each area.
nav_show_potentially_visible "0" // Show areas that are potentially visible from the current nav area
nav_simplify_selected // Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
nav_slope_limit "0" // The ground unit normals Z component must be greater than this for nav areas to be generated.
nav_slope_tolerance "0" // The ground unit normals Z component must be this close to the nav areas Z component to be generated.
nav_snap_to_grid "0" // Snap to the nav generation grid when creating new nav areas
nav_solid_props "0" // Make props solid to nav generation/editing
nav_splice // connected area between them.
nav_split // align the split line using your cursor and invoke the split command.
nav_split_place_on_ground "0" // nav areas will be placed flush with the ground when split.
nav_stand // Toggles the stand while hiding flag used by the AI system.
nav_stop // Toggles the must stop when entering this area flag used by the AI system.
nav_store_selected_set // Stores the current selected set for later retrieval.
nav_strip // and Encounter Spots from the current Area.
nav_subdivide // Subdivides all selected areas.
nav_test_node "0"
nav_test_node_crouch "0"
nav_test_node_crouch_dir "4"
nav_test_stairs // Test the selected set for being on stairs
nav_toggle_deselecting // Start or stop continuously removing from the selected set.
nav_toggle_in_selected_set // Remove current area from the selected set.
nav_toggle_place_mode // Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
nav_toggle_place_painting // pointing at an Area will paint it with the current Place.
nav_toggle_selected_set // Toggles all areas into/out of the selected set.
nav_toggle_selecting // Start or stop continuously adding to the selected set.
nav_transient // Toggles the area is transient and may become blocked flag used by the AI system.
nav_unmark // Clears the marked Area or Ladder.
nav_update_blocked // Updates the blocked/unblocked status for every nav area.
nav_update_lighting // Recomputes lighting values
nav_update_visibility_on_edit "0" // If nonzero editing the mesh will incrementally recompue visibility
nav_use_place // the current Place is set.
nav_walk // Toggles the traverse this area by walking flag used by the AI system.
nav_warp_to_mark // Warps the player to the marked area.
nav_world_center // Centers the nav mesh in the world
nb_allow_avoiding "1"
nb_allow_climbing "1"
nb_allow_gap_jumping "1"
nb_blind "0" // Disable vision
nb_command // Sends a command string to all bots
nb_debug // ERRORS.
nb_debug_climbing "0"
nb_debug_filter // Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
nb_debug_history "1" // each bot keeps a history of debug output in memory
nb_debug_known_entities "0" // Show the known entities for the bot that is the current spectator target
nb_delete_all // Delete all non-player NextBot entities.
nb_force_look_at // Force selected bot to look at the local players position
nb_goal_look_ahead_range "50"
nb_head_aim_resettle_angle "100" // the bot pauses to recenter its virtual mouse on its virtual mousepad
nb_head_aim_resettle_time "0" // How long the bot pauses to recenter its virtual mouse on its virtual mousepad
nb_head_aim_settle_duration "0"
nb_head_aim_steady_max_rate "100"
nb_ladder_align_range "50"
nb_last_area_update_tolerance "4" // Distance a character needs to travel in order to invalidate cached area
nb_move_to_cursor // Tell all NextBots to move to the cursor position
nb_path_draw_inc "100"
nb_path_draw_segment_count "100"
nb_path_segment_influence_radius "100"
nb_player_crouch "0" // Force bots to crouch
nb_player_move "1" // Prevents bots from moving
nb_player_move_direct "0"
nb_player_stop "0" // Stop all NextBotPlayers from updating
nb_player_walk "0" // Force bots to walk
nb_saccade_speed "1000"
nb_saccade_time "0"
nb_select // Select the bot you are aiming at for further debug operations.
nb_shadow_dist "400"
nb_speed_look_ahead_range "150"
nb_stop "0" // Stop all NextBots
nb_update_debug "0"
nb_update_framelimit "15"
nb_update_frequency "0"
nb_update_maxslide "2"
nb_warp_selected_here // Teleport the selected bot to your cursor position
net_blockmsg "0" // Discards incoming message: 0|1|name
net_channels // Shows net channel info
net_chokeloop "0" // Apply bandwidth choke to loopback packets
net_compresspackets "1" // Use lz compression on game packets.
net_compresspackets_minsize "128" // Dont bother compressing packets below this size.
net_compressvoice "0" // Attempt to compress out of band voice payloads (360 only).
net_drawslider "0" // Draw completion slider during signon
net_droppackets "0" // Drops next n packets on client
net_fakejitter "0" // Jitter fakelag packet time
net_fakelag "0" // Lag all incoming network data (including loopback) by this many milliseconds.
net_fakeloss "0" // Simulate packet loss as a percentage (negative means drop 1/n packets)
net_graph "1" // = 3 draws payload legend.
net_graphheight "0" // Height of netgraph panel
net_graphmsecs "400" // The latency graph represents this many milliseconds.
net_graphpos "2"
net_graphproportionalfont "1" // Determines whether netgraph font is proportional or not
net_graphshowinterp "1" // Draw the interpolation graph.
net_graphshowlatency "1" // Draw the ping/packet loss graph.
net_graphsolid "1"
net_graphtext "1" // Draw text fields
net_maxcleartime "4" // Max # of seconds we can wait for next packets to be sent based on rate setting (0 == no limit).
net_maxfilesize "16" // Maximum allowed file size for uploading in MB
net_maxfragments "1260" // Max fragment bytes per packet
net_maxpacketdrop "5000" // Ignore any packets with the sequence number more than this ahead (0 == no limit)
net_maxroutable "1260" // Requested max packet size before packets are split.
net_queued_packet_thread "1" // Use a high priority thread to send queued packets out instead of sending them each frame.
net_queue_trace "0"
net_scale "5"
net_showdrop "0" // Show dropped packets in console
net_showevents "0" // 2=all).
net_showfragments "0" // Show netchannel fragments
net_showmsg "0" // Show incoming message: 0|1|name
net_showpeaks "0" // Show messages for large packets only: size
net_showsplits "0" // Show info about packet splits
net_showtcp "0" // Dump TCP stream summary to console
net_showudp "0" // Dump UDP packets summary to console
net_showudp_wire "0" // Show incoming packet information
net_splitpacket_maxrate "15000" // Max bytes per second when queueing splitpacket chunks
net_splitrate "1" // Number of fragments for a splitpacket that can be sent per frame
net_start // Inits multiplayer network sockets
net_status // Shows current network status
net_udp_rcvbuf "131072" // Default UDP receive buffer size
net_usesocketsforloopback "0" // Use network sockets layer even for listen server local players packets (multiplayer only).
next "0" // Set to 1 to advance to next frame ( when singlestep == 1 )
nextdemo // Play next demo in sequence.
nextlevel "0" // will trigger a changelevel to the specified map at the end of the round
noclip // Toggle. Player becomes non-solid and flies.
notarget // Toggle. Player becomes hidden to NPCs.
npc_ally_deathmessage "1"
npc_height_adjust "1" // Enable test mode for ik height adjustment
npc_sentences "0"
npc_vphysics "0"
old_radiusdamage "0"
open_replaybrowser // Open the replay browser.
open_replayinputpanel // Open replay input panel test
open_store // Open the in-game store
option_duck_method "1"
option_duck_method_default "1"
opt_EnumerateLeavesFastAlgorithm "1" // Use the new SIMD version of CEngineBSPTree::EnumerateLeavesInBox.
overview_alpha "1" // Overview map translucency.
overview_health "1" // Show players health in map overview.
overview_locked "1" // doesnt follow view angle.
overview_mode // large: 0|1|2
overview_names "1" // Show players names in map overview.
overview_preferred_mode "1" // Preferred overview mode
overview_preferred_view_size "600" // Preferred overview view size
overview_tracks "1" // Show players tracks in map overview.
overview_zoom // Sets overview map zoom: zoom [time] [rel]
particle_simulateoverflow "0" // Used for stress-testing particle systems. Randomly denies creation of particles.
particle_sim_alt_cores "2"
particle_test_attach_attachment "0" // Attachment index for attachment mode
particle_test_attach_mode "0" // follow_origin
particle_test_file "0" // Name of the particle system to dynamically spawn
particle_test_start // particle_test_attach_mode and particl
particle_test_stop // Stops all particle systems on the selected entities. Arguments: {entity_name} / {class_name} / no argument picks what playe
password "0" // Current server access password
path // Show the engine filesystem path.
pause // Toggle the server pause state.
perfui // Show/hide the level performance tools UI.
perfvisualbenchmark
perfvisualbenchmark_abort
phonemedelay "0" // Phoneme delay to account for sound system latency.
phonemefilter "0" // Time duration of box filter to pass over phonemes.
phonemesnap "2" // regardless of duration.
physicsshadowupdate_render "0"
physics_budget // Times the cost of each active object
physics_constraints // Highlights constraint system graph for an entity
physics_debug_entity // Dumps debug info for an entity
physics_highlight_active // Turns on the absbox for all active physics objects
physics_report_active // Lists all active physics objects
physics_select // Dumps debug info for an entity
phys_impactforcescale "1"
phys_penetration_error_time "10" // Controls the duration of vphysics penetration error boxes.
phys_pushscale "1"
phys_speeds "0"
phys_stressbodyweights "5"
phys_timescale "1" // Scale time for physics
phys_upimpactforcescale "0"
picker // pivot and debugging text is displayed for whatever entity the play
ping // Display ping to server.
pipeline_static_props "1"
pixelvis_debug // Dump debug info
play // Play a sound.
playdemo // Play a recorded demo file (.dem ).
player_debug_print_damage "0" // print amount and type of all damage received by player to console.
player_old_armor "0"
playflush // reloading from disk in case of changes.
playgamesound // Play a sound from the game sounds txt file
playsoundscape // Forces a soundscape to play
playvideo // Plays a video: filename [width height]
playvideo_exitcommand // Plays a video and fires and exit command when it is stopped or finishes: filename exit command
playvol // Play a sound at a specified volume.
plugin_load // plugin_load filename : loads a plugin
plugin_pause // plugin_pause index : pauses a loaded plugin
plugin_pause_all // pauses all loaded plugins
plugin_print // Prints details about loaded plugins
plugin_unload // plugin_unload index : unloads a plugin
plugin_unpause // plugin_unpause index : unpauses a disabled plugin
plugin_unpause_all // unpauses all disabled plugins
print_colorcorrection // Display the color correction layer information.
progress_enable
props_break_max_pieces "-1" // Maximum prop breakable piece count (-1 = model default)
props_break_max_pieces_perframe "-1" // Maximum prop breakable piece count per frame (-1 = model default)
prop_active_gib_limit "999999"
prop_active_gib_max_fade_time "999999"
prop_crosshair // Shows name for prop looking at
prop_debug // props will show colorcoded bounding boxes. Red means ignore all damage. White means respond phys
prop_dynamic_create // Creates a dynamic prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
prop_physics_create // Creates a physics prop with a specific .mdl aimed away from where the player is looking. Arguments: {.mdl name}
pwatchent "-1" // Entity to watch for prediction system changes.
pwatchvar "0" // Entity variable to watch in prediction system for changes.
pyro_max_intensity "0"
pyro_max_rate "0"
pyro_max_side_length "0"
pyro_max_side_width "0"
pyro_min_intensity "0"
pyro_min_rate "0"
pyro_min_side_length "0"
pyro_min_side_width "0"
pyro_vignette "2"
pyro_vignette_distortion "1"
quit // Exit the engine.
radio1 // Opens a radio menu
radio2 // Opens a radio menu
radio3 // Opens a radio menu
ragdoll_sleepaftertime "5" // the ragdoll will go to sleep.
rate "100000" // Max bytes/sec the host can receive data
rcon // Issue an rcon command.
rcon_address "0" // Address of remote server if sending unconnected rcon commands (format x.x.x.x:p)
rcon_password "0" // remote console password.
rebuy // Attempt to repurchase items with the order listed in cl_rebuy
recompute_speed // Recomputes clock speed (for debugging purposes).
record // Record a demo.
refresh_options_dialog // Refresh the options dialog.
reload // Reload the most recent saved game (add setpos to jump to current view position on reload).
reload_materials "0"
removeid // Remove a user ID from the ban list.
removeip // Remove an IP address from the ban list.
replay_add_fake_replays // Adds a set of fake replays
replay_block_dump_interval "10" // The server will write partial replay files at this interval when recording.
replay_buffersize "32" // Maximum size for the replay memory buffer.
replay_cache_client_ragdolls "0" // Record ragdolls on the client during.
replay_clearqueuedtakes // Clear takes from render queue.
replay_data_lifespan "1" // The number of days before replay data will be removed from the server. Server operators can expect that any data written more
replay_deathcammaxverticaloffset "150" // Vertical offset for player death camera
replay_debug "0" // Show Replay debug info.
replay_deleteclientreplays // as well as all files associated with each replay.
replay_docleanup // Deletes stale session data from the fileserver. replay_docleanup force will remove all replay session data.
replay_dofileserver_cleanup_on_start "1" // Cleanup any stale replay data (both locally and on fileserver) at startup.
replay_dopublishtest // Do a replay publish test using the current setup.
replay_editor_camera_length "15" // the more the actual posi
replay_editor_fov_mousewheel_invert "0" // Invert FOV zoom/unzoom on mousewheel in the replay editor.
replay_editor_fov_mousewheel_multiplier "5" // The multiplier on mousewheel input for adjusting camera FOV in the replay editor.
replay_enable "0" // Enable Replay recording on server
replay_enableeventbasedscreenshots "0"
replay_enablerenderpreview "1" // Enable preview during replay render.
replay_fileserver_autocleanup "0" // Automatically do fileserver cleanup in between rounds This is the same as explicitly calling replay_docleanup.
replay_fileserver_host "0" // e.g. 1.2.3.4 or www.myserver.com
replay_fileserver_offload_aborttime "60" // The time after which publishing will be aborted for a session block or session info file.
replay_fileserver_offload_enable "0" // offload session blocks to a secondary machine using the replay_offload_ convars.
replay_fileserver_offload_hostname "0" // Hostname for FTP server where session blocks will be offloaded.
replay_fileserver_offload_login "0" // Login for session block offloading.
replay_fileserver_offload_maxuploads "1" // The maximum number of concurrent uploads allowed.
replay_fileserver_offload_password "0" // Login for session block offloading.
replay_fileserver_offload_port "21" // Port number for FTP server where session blocks will be offloaded.
replay_fileserver_offload_protocol "0" // Must be ftp
replay_fileserver_offload_proxy_host "0" // The hostname of the proxy server.
replay_fileserver_offload_proxy_port "8080" // The port of the proxy server.
replay_fileserver_offload_remotepath "0" // Remote path where blocks will be stored on the FTP server for session block offloading.
replay_fileserver_offload_useproxy "0" // a proxy will be used for FTP connections.
replay_fileserver_path "0" // replay_fileserver_path should be set to /tf/replays
replay_fileserver_port "80" // if your replays are stored at http://123.123.123.123:4567/tf/replay
replay_fileserver_protocol "0" // Can be http or https
replay_flushinterval "15" // Replay system will flush to disk a maximum of every replay_flushinterval seconds.
replay_forcereconstruct "0" // Force the reconstruction of replays each time.
replay_hidebrowser // Hides replay browser
replay_ignorereplayticks "0"
replay_local_fileserver_path "0" // c:MyWebServerhtdocsreplays or /MyWebServer/htdocs/replays.
replay_maxconcurrentdownloads "3" // The maximum number of concurrent downloads allowed.
replay_maxscreenshotsperreplay "8" // The maximum number of screenshots that can be taken for any given replay.
replay_max_publish_threads "4" // e.g. FTP threads.
replay_mintimebetweenscreenshots "5" // The minimum time (in seconds) that must pass between screenshots being taken.
replay_msgduration_connectrecording "8" // Duration for the message that pops up when you connect to a server already recording replays.
replay_msgduration_error "6" // Duration for replays available message.
replay_msgduration_misc "5" // Duration for misc replays messages (server errors and such).
replay_msgduration_replaysavailable "6" // Duration for replays available message.
replay_msgduration_startrecord "6" // Duration for start record message.
replay_msgduration_stoprecord "6" // Duration for stop record message.
replay_name "0" // Replay bot name
replay_playerdeathscreenshotdelay "2" // Amount of time to wait after player is killed before taking a screenshot
replay_postdeathrecordtime "5" // The amount of time (seconds) to be recorded after you die for a given replay.
replay_postwinreminderduration "5" // post-win/lose.
replay_printclientreplays // Prints out all client replay info
replay_printqueuedtakes // Print a list of takes queued for rendering.
replay_printsessioninfo // Print session info
replay_publish_simulate_delay_ftp "0" // Simulate a delay (in seconds) when publishing replay data via FTP.
replay_publish_simulate_delay_local_http "0" // Simulate a delay (in seconds) when publishing replay data via local HTTP.
replay_publish_simulate_rename_fail "0" // which will force a manual copy & delete.
replay_quitmsg_dontaskagain "0" // unless this cvar is 1.
replay_ragdoll_dbg "0" // Display replay ragdoll debugging information.
replay_record // Starts Replay demo recording.
replay_record_voice "1" // voice data is recorded into the replay files.
replay_reloadbrowser // Reloads replay data and display replay browser
replay_removeclientreplay // Remove the replay at the given index.
replay_renderpause // Pause Replay rendering.
replay_rendersetting_encodingquality "100" // the larger the resulting movie file size.
replay_rendersetting_exportraw "0" // instead of encoding a .mov file.
replay_rendersetting_motionblurenabled "1" // Motion blur enabled/disabled.
replay_rendersetting_motionblurquality "0" // Motion blur quality.
replay_rendersetting_motionblur_can_toggle "0"
replay_rendersetting_quitwhendone "0" // Quit after rendering is completed.
replay_rendersetting_renderglow "0" // Glow effect enabled/disabled.
replay_renderunpause // Unpause Replay rendering.
replay_screenshotkilldelay "0" // in seconds.
replay_screenshotresolution "0" // 1 for hi-res (width=1024)
replay_screenshotsentrykilldelay "0" // in seconds.
replay_sentrycammaxverticaloffset "10" // Vertical offset from a sentry on sentry kill
replay_sentrycamoffset_frontback "-50" // Front/back offset for sentry POV screenshot
replay_sentrycamoffset_leftright "-25" // Left/right offset for sentry POV screenshot
replay_sentrycamoffset_updown "22" // Up/down offset for sentry POV screenshot
replay_sessioninfo_updatefrequency "5" // the replay browser will update the status of a given replay on the server based on this cv
replay_stoprecord // Stop Replay demo recording.
replay_test_take_save_dlg // Open replay save take dlg
replay_voice_during_playback "0" // Play player voice chat during replay playback
report_entities // Lists all entities
report_simthinklist // Lists all simulating/thinking entities
report_soundpatch // reports sound patch count
report_soundpatch // reports sound patch count
report_touchlinks // Lists all touchlinks
respawn_entities // Respawn all the entities in the map.
restart // Restart the game on the same level (add setpos to jump to current view position on restart).
retry // Retry connection to last server.
room_type "0"
rope_averagelight "1" // Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide "1" // Collide rope with the world
rope_rendersolid "1"
rope_shake "0"
rope_smooth "1" // Do an antialiasing effect on ropes
rope_smooth_enlarge "1" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha "0" // Alpha for rope antialiasing effect
rope_smooth_maxalphawidth "1"
rope_smooth_minalpha "0" // Alpha for rope antialiasing effect
rope_smooth_minwidth "0" // this is the min screenspace width it lets a rope shrink to
rope_solid_maxalpha "1"
rope_solid_maxwidth "1"
rope_solid_minalpha "0"
rope_solid_minwidth "0"
rope_subdiv "2" // Rope subdivision amount
rope_wind_dist "1000" // Dont use CPU applying small wind gusts to ropes when theyre past this distance.
rr_debugresponses "0" // it will only show response success/failure for np
rr_debugrule "0" // that rules score will be shown whenever a concept is passed into the response rules system.
rr_debug_qa "0" // Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
rr_dumpresponses "0" // Dump all response_rules.txt and rules (requires restart)
rr_reloadresponsesystems // Reload all response system scripts.
r_3dnow // Enable/disable 3DNow code
r_3dsky "1" // Enable the rendering of 3d sky boxes
r_AirboatViewDampenDamp "1"
r_AirboatViewDampenFreq "7"
r_AirboatViewZHeight "0"
r_ambientboost "0" // Set to boost ambient term if it is totally swamped by local lights
r_ambientfactor "1" // Boost ambient cube by no more than this factor
r_ambientfraction "0" // Fraction of direct lighting that ambient cube must be below to trigger boosting
r_ambientlightingonly "0" // Set this to 1 to light models with only ambient lighting (and no static lighting).
r_ambientmin "0" // Threshold above which ambient cube will not boost (i.e. its already sufficiently bright
r_aspectratio "0"
r_avglight "1"
r_avglightmap "0"
r_bloomtintb "0"
r_bloomtintexponent "2"
r_bloomtintg "0"
r_bloomtintr "0"
r_cheapwaterend
r_cheapwaterstart
r_cleardecals // Usage r_cleardecals permanent.
r_ClipAreaPortals "1"
r_colorstaticprops "0"
r_debugcheapwater "0"
r_debugrandomstaticlighting "0" // Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
r_decals "2048"
r_decalstaticprops "1" // Decal static props test
r_decal_cover_count "4"
r_decal_cullsize "1"
r_decal_overlap_area "0"
r_decal_overlap_count "3"
r_depthoverlay "0" // Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_DispBuildable "0"
r_DispDrawAxes "0"
r_DispWalkable "0"
r_dopixelvisibility "1"
r_drawbatchdecals "1" // Render decals batched.
r_DrawBeams "1" // 2=Wireframe
r_drawbrushmodels "1" // 2=Wireframe
r_drawclipbrushes "0" // purple=NPC)
r_drawdecals "1" // Render decals.
r_drawdetailprops "1" // 2=Wireframe
r_DrawDisp "1" // Toggles rendering of displacment maps
r_drawentities "1"
r_drawflecks "1"
r_drawfuncdetail "1" // Render func_detail
r_drawleaf "-1" // Draw the specified leaf.
r_drawlightcache "0" // 0: off 1: draw light cache entries 2: draw rays
r_drawlightinfo "0"
r_drawlights "0"
r_drawmodeldecals "1"
r_DrawModelLightOrigin "0"
r_drawmodelstatsoverlay "0"
r_drawmodelstatsoverlaydistance "500"
r_drawmodelstatsoverlaymax "1" // time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin "0" // time in milliseconds that a model must take to render before showing an overlay in r_drawmodelstatsoverlay 2
r_drawopaquerenderables "1"
r_drawopaquestaticpropslast "0" // Whether opaque static props are rendered after non-npcs
r_drawopaqueworld "1"
r_drawothermodels "1" // 2=Wireframe
r_drawparticles "1" // Enable/disable particle rendering
r_drawpixelvisibility "0" // Show the occlusion proxies
r_DrawPortals "0"
r_DrawRain "1" // Enable/disable rain rendering.
r_drawrenderboxes "0"
r_drawropes "1"
r_drawskybox "1"
r_DrawSpecificStaticProp "-1"
r_drawsprites "1"
r_drawstaticprops "1" // 2=Wireframe
r_drawtranslucentrenderables "1"
r_drawtranslucentworld "1"
r_drawvgui "1" // Enable the rendering of vgui panels
r_drawviewmodel "1"
r_drawworld "1" // Render the world.
r_dscale_basefov "90"
r_dscale_fardist "2000"
r_dscale_farscale "4"
r_dscale_neardist "100"
r_dscale_nearscale "1"
r_dynamic "1"
r_dynamiclighting "1"
r_emulategl "0"
r_entityclips "1"
r_eyeglintlodpixels "20" // The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point value.
r_eyegloss "0"
r_eyemove "0"
r_eyes "1"
r_eyeshift_x "0"
r_eyeshift_y "0"
r_eyeshift_z "0"
r_eyesize "0"
r_eyewaterepsilon "10"
r_farz "-1" // Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject "0" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_fastzrejectdisp "0" // Activates/deactivates fast z rejection on displacements (360 only). Only active when r_fastzreject is on.
r_flashlightambient "0"
r_flashlightclip "0"
r_flashlightconstant "0"
r_flashlightculldepth "1"
r_flashlightdepthres "1024"
r_flashlightdepthtexture "1"
r_flashlightdrawclip "0"
r_flashlightdrawdepth "0"
r_flashlightdrawfrustum "0"
r_flashlightdrawfrustumbbox "0"
r_flashlightdrawsweptbbox "0"
r_flashlightfar "750"
r_flashlightfov "45"
r_flashlightladderdist "40"
r_flashlightlinear "100"
r_flashlightlockposition "0"
r_flashlightmodels "1"
r_flashlightnear "4"
r_flashlightnodraw "0"
r_flashlightoffsetx "10"
r_flashlightoffsety "-20"
r_flashlightoffsetz "24"
r_flashlightquadratic "0"
r_flashlightrender "1"
r_flashlightrendermodels "1"
r_flashlightrenderworld "1"
r_flashlightscissor "1"
r_flashlightshadowatten "0"
r_flashlightupdatedepth "1"
r_flashlightvisualizetrace "0"
r_flex "1"
r_flushlod // Flush and reload LODs.
r_ForceWaterLeaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
r_frustumcullworld "1"
r_glint_alwaysdraw "0"
r_glint_procedural "0"
r_hunkalloclightmaps "1"
r_hwmorph "1"
r_itemblinkmax "0"
r_itemblinkrate "4"
r_JeepFOV "90"
r_JeepViewBlendTo "1"
r_JeepViewBlendToScale "0"
r_JeepViewBlendToTime "1"
r_JeepViewDampenDamp "1"
r_JeepViewDampenFreq "7"
r_JeepViewZHeight "10"
r_lightaverage "1" // Activates/deactivate light averaging
r_lightcachecenter "1"
r_lightcachemodel "-1"
r_lightcache_numambientsamples "162" // number of random directions to fire rays when computing ambient lighting
r_lightcache_zbuffercache "0"
r_lightinterp "5" // 0 turns off interpolation
r_lightmap "-1"
r_lightstyle "-1"
r_lightwarpidentity "0"
r_lockpvs "0" // Lock the PVS so you can fly around and inspect what is being drawn.
r_lod "-1"
r_mapextents "16384" // Set the max dimension for the map. This determines the far clipping plane
r_maxdlights "32"
r_maxmodeldecal "50"
r_maxnewsamples "6"
r_maxsampledist "128"
r_minnewsamples "3"
r_modelwireframedecal "0"
r_newflashlight "1"
r_nohw "0"
r_norefresh "0"
r_nosw "0"
r_novis "0" // Turn off the PVS.
r_occludeemaxarea "0" // Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use.
r_occluderminarea "0" // Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use.
r_occludermincount "0" // no matter how big they are.
r_occlusion "1" // Activate/deactivate the occlusion system.
r_occlusionspew "0" // Activate/deactivates spew about what the occlusion system is doing.
r_oldlightselection "0" // Set this to revert to HL2s method of selecting lights
r_overlayfadeenable "0"
r_overlayfademax "2000"
r_overlayfademin "1750"
r_overlaywireframe "0"
r_particle_sim_spike_threshold_ms "5"
r_partition_level "-1" // Displays a particular level of the spatial partition system. Use -1 to disable it.
r_PhysPropStaticLighting "1"
r_pixelfog "1"
r_pixelvisibility_partial "1"
r_pixelvisibility_spew "0"
r_pix_recordframes "0"
r_pix_start "0"
r_portalsopenall "0" // Open all portals
r_PortalTestEnts "1" // Clip entities against portal frustums.
r_printdecalinfo
r_proplightingfromdisk "1" // 2=Show Errors
r_proplightingpooling "-1" // 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardware that supports stream offset
r_propsmaxdist "1200" // Maximum visible distance
r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_queued_post_processing "0"
r_queued_ropes "1"
r_radiosity "4" // 0: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 samples for static props, 6 sam
r_rainalpha "0"
r_rainalphapow "0"
r_raindensity "0"
r_RainHack "0"
r_rainlength "0"
r_RainProfile "0" // Enable/disable rain profiling.
r_RainRadius "1500"
r_RainSideVel "130" // How much sideways velocity rain gets.
r_RainSimulate "1" // Enable/disable rain simulation.
r_rainspeed "600"
r_RainSplashPercentage "20"
r_rainwidth "0"
r_randomflex "0"
r_renderoverlayfragment "1"
r_rimlight "1"
r_rootlod "0" // Root LOD
r_ropetranslucent "1"
r_screenfademaxsize "0"
r_screenfademinsize "0"
r_screenoverlay // Draw specified material as an overlay
r_sequence_debug "0"
r_shader_srgb "0" // -1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
r_shadowangles // Set shadow angles
r_shadowblobbycutoff // some shadow stuff
r_shadowcolor // Set shadow color
r_shadowdir // Set shadow direction
r_shadowdist // Set shadow distance
r_shadowids "0"
r_shadowmaxrendered "32"
r_shadowrendertotexture "1"
r_shadows "1"
r_shadows_gamecontrol "-1"
r_shadowwireframe "0"
r_showenvcubemap "0"
r_ShowViewerArea "0"
r_showz_power "1"
r_skin "0"
r_skybox "1" // Enable the rendering of sky boxes
r_snapportal "-1"
r_SnowColorBlue "200" // Snow.
r_SnowColorGreen "175" // Snow.
r_SnowColorRed "150" // Snow.
r_SnowDebugBox "0" // Snow Debug Boxes.
r_SnowEnable "1" // Snow Enable
r_SnowEndAlpha "255" // Snow.
r_SnowEndSize "0" // Snow.
r_SnowFallSpeed "1" // Snow fall speed scale.
r_SnowInsideRadius "256" // Snow.
r_SnowOutsideRadius "1024" // Snow.
r_SnowParticles "500" // Snow.
r_SnowPosScale "1" // Snow.
r_SnowRayEnable "1" // Snow.
r_SnowRayLength "8192" // Snow.
r_SnowRayRadius "256" // Snow.
r_SnowSpeedScale "1" // Snow.
r_SnowStartAlpha "25" // Snow.
r_SnowStartSize "1" // Snow.
r_SnowWindScale "0" // Snow.
r_SnowZoomOffset "384" // Snow.
r_SnowZoomRadius "512" // Snow.
r_spray_lifetime "2" // Number of rounds player sprays are visible
r_sse2 // Enable/disable SSE2 code
r_sse_s "1" // sse ins for particle sphere create
r_staticpropinfo "0"
r_staticprop_lod "-1"
r_studio_stats "0"
r_studio_stats_lock "0" // Lock the current studio stats entity selection
r_studio_stats_mode "0" // Sets a mode for r_studio_stats. Modes are as follows: 0 = Entity under your crosshair 1 = Weapon held by player under your cr
r_swingflashlight "1"
r_teeth "1"
r_threaded_client_shadow_manager "0"
r_threaded_particles "1"
r_threaded_renderables "0"
r_unloadlightmaps "0"
r_updaterefracttexture "1"
r_vehicleBrakeRate "1"
r_VehicleViewClamp "1"
r_VehicleViewDampen "1"
r_visambient "0" // Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
r_visocclusion "0" // Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces "0"
r_visualizelighttracesshowfulltrace "0"
r_visualizeproplightcaching "0"
r_visualizetraces "0"
r_WaterDrawReflection "1" // Enable water reflection
r_WaterDrawRefraction "1" // Enable water refraction
r_waterforceexpensive "0"
r_waterforcereflectentities "0"
r_worldlightmin "0"
r_worldlights "4" // number of world lights to use per vertex
r_worldlistcache "1"
save // Saves current game.
save_async "1"
save_asyncdelay "0" // adds this many milliseconds of delay to the save operation.
save_console "0" // Autosave on the PC behaves like it does on the consoles.
save_disable "0"
save_finish_async
save_history_count "1" // Keep this many old copies in history of autosaves and quicksaves.
save_huddelayframes "1" // Number of frames to defer for drawing the Saving message.
save_in_memory "0" // Set to 1 to save to memory instead of disk (Xbox 360)
save_noxsave "0"
save_replay // Save a replay of the current life if possible.
save_screenshot "1" // 2 = always
save_spew "0"
say // Display player message
say_team // Display player message to team
sb_mod_suggested_maxplayers "24"
sb_quick_list_bit_field "-1"
sb_showblacklists "0" // blacklist rules will be printed to the console as theyre applied.
scene_async_prefetch_spew "0" // Display async .ani file loading info.
scene_clamplookat "1" // Clamp head turns to a max of 20 degrees per think.
scene_clientflex "1" // Do client side flex animation.
scene_flatturn "1"
scene_flush // Flush all .vcds from the cache and reload from disk.
scene_forcecombined "0" // force use of combined .wav files even in english.
scene_maxcaptionradius "1200" // Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
scene_print "0" // print timing and event info to console.
scene_showfaceto "0" // show the directions of faceto events.
scene_showlook "0" // show the directions of look events.
scene_showmoveto "0" // show the end location.
scene_showunlock "0" // Show when a vcd is playing but normal AI is running.
screenshot // Take a screenshot.
scr_centertime "2"
sensitivity "1" // Mouse sensitivity.
servercfgfile "0"
server_game_time // Gives the game time in seconds (servers curtime)
setang // Snap player eyes to specified pitch yaw roll:optional (must have sv_cheats).
setang_exact // Snap player eyes and orientation to specified pitch yaw roll:optional (must have sv_cheats).
setinfo // Adds a new user info value
setmodel // Changess players model
setpause // Set the pause state of the server.
setpos // Move player to specified origin (must have sv_cheats).
setpos_exact // Move player to an exact specified origin (must have sv_cheats).
shake // Shake the screen.
shake_show "0" // Displays a list of the active screen shakes.
shake_stop // Stops all active screen shakes.
showbudget_texture "0" // Enable the texture budget panel.
showbudget_texture_global_dumpstats // Dump all items in +showbudget_texture_global in a text form
showbudget_texture_global_sum "0"
showconsole // Show the console.
showhitlocation "0"
showinfo // Shows a info panel: type title message [command number]
showpanel // Shows a viewport panel name
showparticlecounts "0" // Display number of particles drawn per frame
showschemevisualizer // fonts and colors for a particular scheme. The default is ClientScheme.res
showtriggers "0" // Shows trigger brushes
showtriggers_toggle // Toggle show triggers
simple_bot_add // Add a simple bot.
singlestep "0" // Run engine in single step mode ( set next to 1 to advance a frame )
skill "1" // Game skill level (1-3).
skip_next_map // Skips the next map in the map rotation for the server.
sk_ally_regen_time "0" // Time taken for an ally to regenerate a point of health.
sk_autoaim_mode "1"
sk_npc_arm "1"
sk_npc_chest "1"
sk_npc_head "2"
sk_npc_leg "1"
sk_npc_stomach "1"
sk_player_arm "1"
sk_player_chest "1"
sk_player_head "2"
sk_player_leg "1"
sk_player_stomach "1"
slot0
slot1
slot10
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
smoothstairs "1" // Smooth player eye z coordinate when traversing stairs.
snapto
sndplaydelay // Usage: sndplaydelay delay_in_sec (negative to skip ahead) soundname
snd_async_flush // Flush all unlocked async audio data
snd_async_fullyasync "0" // All playback is fully async (sound doesnt play until data arrives).
snd_async_minsize "262144"
snd_async_showmem // Show async memory stats
snd_async_spew_blocking "0" // Spew message to console any time async sound loading blocks on file i/o.
snd_async_stream_spew "0" // 2=buffers
snd_cull_duplicates "0" // aggressively cull duplicate sounds during mixing. The number specifies the number of duplicates allowed to be playe
snd_defer_trace "1"
snd_delay_sound_shift "0"
snd_disable_mixer_duck "0"
snd_duckerattacktime "0"
snd_duckerreleasetime "2"
snd_duckerthreshold "0"
snd_ducktovolume "0"
snd_dumpclientsounds // Dump sounds to VXConsole
snd_foliage_db_loss "4"
snd_gain "1"
snd_gain_max "1"
snd_gain_min "0"
snd_legacy_surround "0"
snd_lockpartial "1"
snd_mixahead "0"
snd_mix_async "0"
snd_musicvolume "1" // Music volume
snd_mute_losefocus "1"
snd_noextraupdate "0"
snd_obscured_gain_dB "-2"
snd_pitchquality "1"
snd_profile "0"
snd_rebuildaudiocache // level caches) from reslists
snd_refdb "60"
snd_refdist "36"
snd_restart // Restart sound system.
snd_show "0" // Show sounds info
snd_showclassname "0"
snd_showmixer "0"
snd_showstart "0"
snd_ShowThreadFrameTime "0"
snd_soundmixer "0"
snd_spatialize_roundrobin "0" // spatialize only a fraction of sound channels each frame. 1/2^x of channels will be spatialized
snd_surround_speakers "0"
snd_visualize "0" // Show sounds location in world
snd_vox_captiontrace "0" // Shows sentence name for sentences which are set not to show captions.
snd_vox_globaltimeout "300"
snd_vox_sectimetout "300"
snd_vox_seqtimetout "300"
snd_writemanifest // outputs the precache manifest for the current level
soundfade // Fade client volume.
soundinfo // Describe the current sound device.
soundlist // List all known sounds.
soundpatch_captionlength "2" // How long looping soundpatch captions should display for.
soundscape_debug "0" // red lines show soundscapes that ar
soundscape_dumpclient // Dumps the clients soundscape data.
soundscape_fadetime "3" // Time to crossfade sound effects between soundscapes
soundscape_flush // Flushes the server & client side soundscapes
speak // Play a constructed sentence.
spec_autodirector "1" // Auto-director chooses best view modes while spectating
spec_freeze_distance_max "90" // Maximum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_distance_min "80" // Minimum random distance from the target to stop when framing them in observer freeze cam.
spec_freeze_time "5" // Time spend frozen in observer freeze cam.
spec_freeze_traveltime "0" // Time taken to zoom in to frame a target in observer freeze cam.
spec_help // Show spectator help screen
spec_menu // Activates spectator menu
spec_mode // Set spectator mode
spec_next // Spectate next player
spec_player // Spectate player by name
spec_pos // dump position and angles to the console
spec_prev // Spectate previous player
spec_scoreboard "0"
spec_track "0" // Tracks an entity in spec mode
spike // generates a fake spike
startdemos // Play demos in demo sequence.
startmovie // Start recording movie frames.
startupmenu // and were not in developer
star_memory // Dump memory stats
stats // Prints server performance variables
stats_reset // Resets all player stats
status // Display map and connection status.
step_spline "0"
stop // Finish recording demo.
stopdemo // Stop playing back a demo.
stopsound
stopsoundscape // Stops all soundscape processing and fades current looping sounds
studio_queue_mode "1"
stuffcmds // Parses and stuffs command line + commands to command buffer.
suitvolume "0"
surfaceprop // Reports the surface properties at the cursor
sv_accelerate "10"
sv_airaccelerate "10"
sv_allowdownload "1" // Allow clients to download files
sv_allowminmodels "1" // Allow or disallow the use of cl_minmodels on this server.
sv_allowupload "1" // Allow clients to upload customizations files
sv_allow_color_correction "1" // Allow or disallow clients to use color correction on this server.
sv_allow_voice_from_file "1" // Allow or disallow clients from using voice_inputfromfile on this server.
sv_allow_votes "1" // Allow voting
sv_allow_wait_command "1" // Allow or disallow the wait command on clients connected to this server.
sv_alltalk "0" // no team restrictions
sv_alternateticks "0" // server only simulates entities on even numbered ticks.
sv_autosave "1" // Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_backspeed "0" // How much to slow down backwards motion
sv_benchmark_autovprofrecord "0" // it will record a vprof file over the duration of the benchmark with filename benchmark.
sv_benchmark_force_start // Force start the benchmark. This is only for debugging. Its better to set sv_benchmark to 1 and restart the level.
sv_benchmark_numticks "3300" // then it only runs the benchmark for this # of ticks.
sv_bonus_challenge "0" // Set to values other than 0 to select a bonus map challenge type.
sv_bonus_map_challenge_update // Updates a bonus map challenge score.
sv_bonus_map_complete // Completes a bonus map.
sv_bonus_map_unlock // Locks a bonus map.
sv_bounce "0" // Bounce multiplier for when physically simulated objects collide with other objects.
sv_cacheencodedents "1" // does an optimization to prevent extra SendTable_Encode calls.
sv_cheats "0" // Allow cheats on server
sv_clearhinthistory // Clear memory of server side hints displayed to the player.
sv_client_cmdrate_difference "20" // cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate an
sv_client_max_interp_ratio "5" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
sv_client_min_interp_ratio "1" // This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1
sv_client_predict "-1" // This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients se
sv_clockcorrection_msecs "60" // The server tries to keep each players m_nTickBase withing this many msecs of the server absolute tickcount
sv_competitive_minspec "0" // Enable to force certain client convars to minimum/maximum values to help prevent competitive advantages: r_drawdetailprops =
sv_consistency "1" // Whether the server enforces file consistency for critical files
sv_contact "0" // Contact email for server sysop
sv_debugmanualmode "0" // Make sure entities correctly report whether or not their network data has changed.
sv_debugroundstats "0" // A temporary variable that will print extra information about stats upload which may be useful in debugging any problems.
sv_debugtempentities "0" // Show temp entity bandwidth usage.
sv_debug_player_use "0" // Green box=radius success
sv_deltaprint "0" // Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
sv_deltatime "0" // Enable profiling of CalcDelta calls
sv_disablefreezecam "0" // Turn on/off freezecam on server
sv_disable_querycache "0" // debug - disable trace query cache
sv_downloadurl "0" // Location from which clients can download missing files
sv_dumpstringtables "0"
sv_enableboost "0" // Allow boost exploits
sv_enablebunnyhopping "0"
sv_enableoldqueries "0" // Enable support for old style (HL1) server queries
sv_filterban "1" // Set packet filtering by IP mode
sv_footsteps "1" // Play footstep sound for players
sv_forcepreload "1" // Force server side preloading.
sv_friction "4" // World friction.
sv_gravity "800" // World gravity.
sv_hudhint_sound "1"
sv_ignoregrenaderadio "0" // Turn off Fire in the hole messages
sv_ladder_angle "0" // Cos of angle of incidence to ladder perpendicular for applying ladder_dampen
sv_ladder_dampen "0" // Amount to dampen perpendicular movement on a ladder
sv_lan "0" // no non-class C addresses )
sv_legacy_grenade_damage "0" // Enable to replicate grenade damage behavior of the original Counter-Strike Source game.
sv_logbans "0" // Log server bans in the server logs.
sv_logblocks "0" // If true when log when a query is blocked (can cause very large log files)
sv_logdownloadlist "1"
sv_logecho "1" // Echo log information to the console.
sv_logfile "1" // Log server information in the log file.
sv_logflush "0" // Flush the log file to disk on each write (slow).
sv_logsdir "0" // Folder in the game directory where server logs will be stored.
sv_logsecret "0" // not usual 0x52)
sv_log_onefile "0" // Log server information to only one file.
sv_lowedict_action "0" // 4 - go to the next ma
sv_lowedict_threshold "8" // take the action specified by sv_lowedict_action.
sv_massreport "0"
sv_master_share_game_socket "1" // then it will create a socket on -steamport + 1 to comm
sv_maxcmdrate "66" // this sets the maximum value for cl_cmdrate.
sv_maxrate "0" // 0 == unlimited
sv_maxreplay "0" // Maximum replay time in seconds
sv_maxroutable "1260" // Server upper bound on net_maxroutable that a client can use.
sv_maxspeed "320"
sv_maxupdaterate "66" // Maximum updates per second that the server will allow
sv_maxvelocity "3500" // Maximum speed any ballistically moving object is allowed to attain per axis.
sv_max_connects_sec "2" // Maximum connections per second to respond to from a single IP address.
sv_max_connects_sec_global "0" // Maximum connections per second to respond to from anywhere.
sv_max_connects_window "4" // Window over which to average connections per second averages.
sv_max_queries_sec "3" // Maximum queries per second to respond to from a single IP address.
sv_max_queries_sec_global "3000" // Maximum queries per second to respond to from anywhere.
sv_max_queries_window "30" // Window over which to average queries per second averages.
sv_max_usercmd_future_ticks "8" // Prevents clients from running usercmds too far in the future. Prevents speed hacks.
sv_memlimit "0" // the server wi
sv_mincmdrate "10" // This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate "3500" // 0 == unlimited
sv_minupdaterate "10" // Minimum updates per second that the server will allow
sv_namechange_cooldown_seconds "20" // wait N seconds allowing another name change
sv_netspike_on_reliable_snapshot_overflow "0" // the server will dump a netspike trace if a client is dropped due to reliable snapshot overflow
sv_noclipaccelerate "5"
sv_noclipduringpause "0" // etc.).
sv_noclipspeed "5"
sv_nomvp "0" // Disable MVP awards.
sv_nonemesis "0" // Disable nemesis and revenge.
sv_noroundstats "1" // A temporary variable that can be used for disabling upload of round stats.
sv_nostats "0" // Disable collecting statistics and awarding achievements.
sv_nowinpanel "0" // Turn on/off win panel on server
sv_npc_talker_maxdist "1024" // NPCs over this distance from the player wont attempt to speak.
sv_parallel_packentities "1"
sv_parallel_sendsnapshot "1"
sv_password "0" // Server password for entry into multiplayer games
sv_pausable "0" // Is the server pausable.
sv_playerperfhistorycount "60" // Number of samples to maintain in player perf history
sv_precacheinfo // Show precache info.
sv_pure // Show user data.
sv_pure_kick_clients "1" // it will issue a warning to the client.
sv_pure_trace "0" // the server will print a message whenever a client is verifying a CRC for a file.
sv_pushaway_clientside "0" // 1=all players)
sv_pushaway_force "30000" // How hard physics objects are pushed away from the players on the server.
sv_pushaway_hostage_force "20000" // How hard the hostage is pushed away from physics objects (falls off with inverse square of distance).
sv_pushaway_max_force "1000" // Maximum amount of force applied to physics objects by players.
sv_pushaway_max_hostage_force "1000" // Maximum of how hard the hostage is pushed away from physics objects.
sv_pushaway_max_player_force "10000" // Maximum of how hard the player is pushed away from physics objects.
sv_pushaway_min_player_speed "75" // dont push away physics objects (enables ducking behind things).
sv_pushaway_player_force "200000" // How hard the player is pushed away from physics objects (falls off with inverse square of distance).
sv_pvsskipanimation "1" // Skips SetupBones when npcs are outside the PVS
sv_querycache_stats // Display status of the query cache (client only)
sv_rcon_banpenalty "0" // Number of minutes to ban users who fail rcon authentication
sv_rcon_log "1" // Enable/disable rcon logging.
sv_rcon_maxfailures "10" // Max number of times a user can fail rcon authentication before being banned
sv_rcon_maxpacketbans "1" // Ban IPs for sending RCON packets exceeding the value specified in sv_rcon_maxpacketsize
sv_rcon_maxpacketsize "1024" // The maximum number of bytes to allow in a command packet
sv_rcon_minfailures "5" // Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime "30" // Number of seconds to track failed rcon authentications
sv_region "-1" // The region of the world to report this server in.
sv_restrict_aspect_ratio_fov "1" // This can be used to limit the effective FOV of users using wide-screen resolutions with aspect ratios wider than 1.85:1 (slight
sv_rollangle "0" // Max view roll angle
sv_rollspeed "200"
sv_runcmds "1"
sv_showimpacts "0" // 3=server-only)
sv_showladders "0" // Show bbox and dismount points for all ladders (must be set before level load.)
sv_showlagcompensation "0" // Show lag compensated hitboxes whenever a player is lag compensated.
sv_showplayerhitboxes "0" // Show lag compensated hitboxes for the specified player index whenever a player fires.
sv_shutdown // Sets the server to shutdown next time its empty
sv_skyname "0" // Current name of the skybox texture
sv_soundemitter_trace "0" // Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
sv_specaccelerate "5"
sv_specnoclip "1"
sv_specspeed "3"
sv_stats "1" // Collect CPU usage stats
sv_steamblockingcheck "0" // 3 = dr
sv_steamgroup "0" // The ID of the steam group that this server belongs to. You can find your groups ID on the admin profile page in the steam comm
sv_stepsize "18"
sv_stickysprint_default "0"
sv_stopspeed "100" // Minimum stopping speed when on ground.
sv_strict_notarget "0" // notarget will cause entities to never think they are in the pvs
sv_tags "0" // Server tags. Used to provide extra information to clients when theyre browsing for servers. Separate tags with a comma.
sv_teststepsimulation "1"
sv_test_scripted_sequences "0" // Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling throu
sv_thinktimecheck "0" // Check for thinktimes all on same timestamp.
sv_timebetweenducks "0" // Minimum time before recognizing consecutive duck key
sv_timeout "65" // the client is dropped
sv_turbophysics "0" // Turns on turbo physics
sv_unlockedchapters "1" // Highest unlocked game chapter.
sv_use_steam_voice "1" // voice_inputfromfile will no longer function).
sv_vehicle_autoaim_scale "8"
sv_visiblemaxplayers "-1" // Overrides the max players reported to prospective clients
sv_voicecodec "0" // Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.
sv_voiceenable "1"
sv_vote_allow_spectators "0" // Allow spectators to vote
sv_vote_failure_timer "300" // A vote that fails cannot be re-submitted for this long
sv_vote_ui_hide_disabled_issues "1" // Suppress listing of disabled issues in the vote setup screen.
sv_wateraccelerate "10"
sv_waterdist "12" // Vertical view fixup when eyes are near water plane.
sv_waterfriction "1"
systemlinkport "27030" // System Link port
sys_minidumpexpandedspew "1"
sys_minidumpspewlines "500" // Lines of crash dump console spew to keep.
template_debug "0"
testhudanim // Test a hud element animation. Arguments: anim name
testscript_debug "0" // Debug test scripts.
Test_CreateEntity
test_dispatcheffect // Test a clientside dispatch effect. Usage: test_dispatcheffect effect name distance away flags magnitude scale Defau
Test_EHandle
test_entity_blocker // Test command that drops an entity blocker out in front of the player.
test_freezeframe // Test the freeze frame code.
Test_InitRandomEntitySpawner
Test_ProxyToggle_EnableProxy
Test_ProxyToggle_EnsureValue // Test_ProxyToggle_EnsureValue
Test_ProxyToggle_SetValue
Test_RandomizeInPVS
Test_RandomPlayerPosition
Test_RemoveAllRandomEntities
Test_SpawnRandomEntities
texture_budget_background_alpha "9999999" // how translucent the budget panel is
texture_budget_panel_bottom_of_history_fraction "0" // number between 0 and 1
texture_budget_panel_global "0" // Show global times in the texture budget panel.
texture_budget_panel_height "0" // height in pixels of the budget panel
texture_budget_panel_width "0" // width in pixels of the budget panel
texture_budget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panel
texture_budget_panel_y "450" // number of pixels from the top side of the game screen to draw the budget panel
tf_arena_max_streak "3" // Teams will be scrambled if one team reaches this streak
tf_arena_preround_time "10" // Length of the Pre-Round time
tf_arena_round_time "0"
tf_arena_use_queue "1" // Enables the spectator queue system for Arena.
tf_escort_score_rate "1" // in points per second
tf_explanations_backpackpanel "0" // Whether the user has seen explanations for this panel.
tf_explanations_tradingpanel "0" // Whether the user has seen explanations for this panel.
think_limit "10" // warning is printed if this is exceeded.
thirdperson // Switch to thirdperson camera.
thirdperson_mayamode // Switch to thirdperson Maya-like camera controls.
thirdperson_platformer "0" // Player will aim in the direction they are moving.
thirdperson_screenspace "0" // eg: left means screen-left
threadpool_affinity "1" // Enable setting affinity
timedemo // Play a demo and report performance info.
timedemoquit // and then exit
timeleft // prints the time remaining in the match
timerefresh // Profile the renderer.
toggle // or cycles through a set of values.
toggleconsole // Show/hide the console.
togglescores // Toggles score panel
tracer_extra "1"
trace_report "0"
TrackerAnim // Test animation of the achievement tracker. Parameter is achievement number on HUD to flash
tv_allow_camera_man "1" // Auto director allows spectators to become camera man
tv_allow_static_shots "1" // Auto director uses fixed level cameras for shots
tv_autorecord "0" // Automatically records all games as SourceTV demos.
tv_autoretry "1" // Relay proxies retry connection after network timeout
tv_chatgroupsize "0" // Set the default chat group size
tv_chattimelimit "8" // Limits spectators to chat only every n seconds
tv_clients // Shows list of connected SourceTV clients.
tv_debug "0" // SourceTV debug info.
tv_delay "30" // SourceTV broadcast delay in seconds
tv_delaymapchange "0" // Delays map change until broadcast is complete
tv_deltacache "2" // Enable delta entity bit stream cache
tv_dispatchmode "1" // 2=always
tv_enable "0" // Activates SourceTV on server.
tv_maxclients "128" // Maximum client number on SourceTV server.
tv_maxrate "8000" // 0 == unlimited
tv_msg // Send a screen message to all clients.
tv_name "0" // SourceTV host name
tv_nochat "0" // Dont receive chat messages from other SourceTV spectators
tv_overridemaster "0" // Overrides the SourceTV master root address.
tv_password "0" // SourceTV password for all clients
tv_port "27020" // Host SourceTV port
tv_record // Starts SourceTV demo recording.
tv_relay // Connect to SourceTV server and relay broadcast.
tv_relaypassword "0" // SourceTV password for relay proxies
tv_relayvoice "1" // 1=on
tv_retry // Reconnects the SourceTV relay proxy.
tv_snapshotrate "16" // Snapshots broadcasted per second
tv_status // Show SourceTV server status.
tv_stop // Stops the SourceTV broadcast.
tv_stoprecord // Stops SourceTV demo recording.
tv_timeout "30" // SourceTV connection timeout in seconds.
tv_title "0" // Set title for SourceTV spectator UI
tv_transmitall "0" // Transmit all entities (not only director view)
ui_posedebug_fade_in_time "0" // Time during which a new pose activity layer is shown in green in +posedebug UI
ui_posedebug_fade_out_time "0" // Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
unbind // Unbind a key.
unbindall // Unbind all keys.
unbind_mac // Unbind a key on the Mac only.
unpause // Unpause the game.
use // Use a particular weapon Arguments: weapon_name
user // Show user data.
users // Show user info for players on server.
user_context // Set a Rich Presence Context: user_context context id context value
user_property // Set a Rich Presence Property: user_property property id
vcollide_wireframe "0" // Render physics collision models in wireframe
vcr_verbose "0" // Write extra information into .vcr file.
vehicle_flushscript // Flush and reload all vehicle scripts
version // Print version info string.
vgui_drawfocus "0" // Report which panel is under the mouse.
vgui_drawtree "0" // Draws the vgui panel hiearchy to the specified depth level.
vgui_drawtree_bounds "0" // Show panel bounds.
vgui_drawtree_clear
vgui_drawtree_draw_selected "0" // Highlight the selected panel
vgui_drawtree_freeze "0" // Set to 1 to stop updating the vgui_drawtree view.
vgui_drawtree_hidden "0" // Draw the hidden panels.
vgui_drawtree_panelalpha "0" // Show the panel alpha values in the vgui_drawtree view.
vgui_drawtree_panelptr "0" // Show the panel pointer values in the vgui_drawtree view.
vgui_drawtree_popupsonly "0" // Draws the vgui popup list in hierarchy(1) or most recently used(2) order.
vgui_drawtree_render_order "0" // List the vgui_drawtree panels in render order.
vgui_drawtree_visible "1" // Draw the visible panels.
vgui_message_dialog_modal "1"
vgui_togglepanel // show/hide vgui panel by name.
video_quicktime_decode_gamma "0" // QuickTime Video Playback Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5
video_quicktime_encode_gamma "3" // QuickTime Video Encode Gamma Target- 0=no gamma adjust 1=platform default gamma 2 = gamma 1.8 3 = gamma 2.2 4 = gamma 2.5
viewanim_addkeyframe
viewanim_create // viewanim_create
viewanim_load // load animation from file
viewanim_reset // reset view angles!
viewanim_save // Save current animation to file
viewanim_test // test view animation
viewmodel_fov "54"
violence_ablood "1" // Draw alien blood
violence_agibs "1" // Show alien gib entities
violence_hblood "1" // Draw human blood
violence_hgibs "1" // Show human gib entities
voice_avggain "0"
voice_clientdebug "0"
voice_debugfeedback "0"
voice_debugfeedbackfrom "0"
voice_enable "1"
voice_fadeouttime "0"
voice_forcemicrecord "1"
voice_inputfromfile "0" // Get voice input from voice_input.wav rather than from the microphone.
voice_loopback "0"
voice_maxgain "10"
voice_modenable "1" // Enable/disable voice in this mod.
voice_overdrive "2"
voice_overdrivefadetime "0"
voice_printtalkers // voice debug.
voice_profile "0"
voice_recordtofile "0" // Record mic data and decompressed voice data into voice_micdata.wav and voice_decompressed.wav
voice_scale "1"
voice_serverdebug "0"
voice_showchannels "0"
voice_showincoming "0"
voice_steal "2"
voice_writevoices "0" // Saves each speakers voice data into separate .wav files
volume "0" // Sound volume
voxeltree_box // Vector(max).
voxeltree_playerview // View entities in the voxel-tree at the player position.
voxeltree_sphere // float(radius).
voxeltree_view // View entities in the voxel-tree.
vox_reload // Reload sentences.txt file
vprof // Toggle VProf profiler
vprof_adddebuggroup1 // add a new budget group dynamically for debugging
vprof_cachemiss // Toggle VProf cache miss checking
vprof_cachemiss_off // Turn off VProf cache miss checking
vprof_cachemiss_on // Turn on VProf cache miss checking
vprof_child
vprof_collapse_all // Collapse the whole vprof tree
vprof_counters "0"
vprof_dump_groupnames // Write the names of all of the vprof groups to the console.
vprof_dump_oninterval "0" // Interval (in seconds) at which vprof will batch up data and dump it to the console.
vprof_dump_spikes "0" // negative to reset after dump
vprof_dump_spikes_budget_group "0" // Budget gtNode to start report from when doing a dump spikes
vprof_dump_spikes_node "0" // Node to start report from when doing a dump spikes
vprof_expand_all // Expand the whole vprof tree
vprof_expand_group // Expand a budget group in the vprof tree by name
vprof_generate_report // Generate a report to the console.
vprof_generate_report_AI // Generate a report to the console.
vprof_generate_report_AI_only // Generate a report to the console.
vprof_generate_report_budget // Generate a report to the console based on budget group.
vprof_generate_report_hierarchy // Generate a report to the console.
vprof_generate_report_map_load // Generate a report to the console.
vprof_graph "0" // Draw the vprof graph.
vprof_graphheight "256"
vprof_graphwidth "512"
vprof_nextsibling
vprof_off // Turn off VProf profiler
vprof_on // Turn on VProf profiler
vprof_parent
vprof_playback_average // Average the next N frames.
vprof_playback_start // Start playing back a recorded .vprof file.
vprof_playback_step // step to the next tick.
vprof_playback_stepback // step to the previous tick.
vprof_playback_stop // Stop playing back a recorded .vprof file.
vprof_prevsibling
vprof_record_start // Start recording vprof data for playback later.
vprof_record_stop // Stop recording vprof data
vprof_remote_start // Request a VProf data stream from the remote server (requires authentication)
vprof_remote_stop // Stop an existing remote VProf data request
vprof_reset // Reset the stats in VProf profiler
vprof_reset_peaks // Reset just the peak time in VProf profiler
vprof_scope "0" // Set a specific scope to start showing vprof tree
vprof_scope_entity_gamephys "0"
vprof_scope_entity_thinks "0"
vprof_unaccounted_limit "0" // number of milliseconds that a node must exceed to turn red in the vprof panel
vprof_verbose "1" // Set to one to show average and peak times
vprof_vtune_group // enable vtune for a particular vprof group (disable to disable)
vprof_warningmsec "10" // Above this many milliseconds render the label red to indicate slow code.
vtune // Controls VTunes sampling.
v_centermove "0"
v_centerspeed "500"
wc_air_edit_further // moves position of air node crosshair and placement location further away from play
wc_air_edit_nearer // moves position of air node crosshair and placement location nearer to from player
wc_air_node_edit // toggles laying down or air nodes instead of ground nodes
wc_create // creates a node where the player is looking if a node is allowed at that location for the currently select
wc_destroy // destroys the node that the player is nearest to looking at. (The node will be highlighted by a red box).
wc_destroy_undo // When in WC edit mode restores the last deleted node
wc_link_edit
weapon_showproficiency "0"
windows_speaker_config "1"
wipe_nav_attributes // Clear all nav attributes of selected area.
writeid // Writes a list of permanently-banned user IDs to banned_user.cfg.
writeip // Save the ban list to banned_ip.cfg.
x360_audio_english "0" // Keeps track of whether were forcing english in a localized language.
x360_resolution_height "480" // This is only used for reference. Changing this value does nothing
x360_resolution_interlaced "0" // This is only used for reference. Changing this value does nothing
x360_resolution_widescreen_mode "0" // This is only used for reference. Changing this value does nothing
x360_resolution_width "640" // This is only used for reference. Changing this value does nothing
xbox_autothrottle "1"
xbox_steering_deadzone "0"
xbox_throttlebias "100"
xbox_throttlespoof "200"
xc_crouch_debounce "0"
xload // Load a saved game from a 360 storage device.
xlook
xmove
xsave // Saves current game to a 360 storage device.
youtube_http_proxy "0" // HTTP proxy. Specify if you have have problems uploading to YouTube.
youtube_username "0" // Username for YouTube.
zoom_sensitivity_ratio "1" // Additional mouse sensitivity scale factor applied when FOV is zoomed in.
_autosave // Autosave
_autosavedangerous // AutoSaveDangerous
_bugreporter_restart // Restarts bug reporter .dll
_fov "0" // Automates fov command to server.
_resetgamestats // Erases current game stats and writes out a blank stats file
_restart // Shutdown and restart the engine.
// Anzahl der Bots 0=keine Bots
bot_quota 2
// Ob die Bots bleiben, oder platz machen sobald ein Spieler joint.
// fill=für jeden Spieler verschwindet ein Bot. normal=keine Slotfreigabe
bot_quota_mode fill
// Ob die Bots immer verbunden sein sollen oder erst wenn ein echter Spieler joint
// (0=Bots sind immer auf dem Server 1=erst joinen bei echtem spieler)
bot_join_after_player 0
// Schwierigkeitgrad der Bots 0=einfach 1=normal 2=schwer 3=extrem
bot_difficulty 2
// "Clantag" welches die Bots vor ihrem Namen tragen sollen.
bot_prefix ""
// Bots erledigen Missionsziele wie Geiseln holen, Bombe legen/entschaerfen 1=an 0=aus
bot_defer_to_human 1
// Gibt an wieviele Slots die Bots freilassen sollen.
bot_auto_vacate 1
// Steuert ob die Bots chatten und wenn ja, in welchem Ausmass. (on, off, radio, minimal, normal)
bot_chatter minimal
// Erlaubt den Bots das benutzen der Granaten.
bot_allow_grenades 1
// Erlaubt den Bots das benutzen von Pistolen
bot_allow_pistols 1
// Erlaubt den Bots das benutzen von Gewehren.
bot_allow_rifles 1
bot_allow_rogues 1
// Erlaubt den Bots das benutzen von Schrotgewehren.
bot_allow_shotguns 1
// Erlaubt den Bots das benutzen von Snipergewehren.
bot_allow_snipers 1
// Erlaubt den Bots das benutzen von Maschinengewehren.
bot_allow_machine_guns 1
// Erlaubt den Bots das benutzen von Maschienenpistolen.
bot_allow_sub_machine_guns 1
//Und hier noch die rcon Befehle um die Bots zu steuern:
// Informationen üeber die Bots.
bot_about
// Fgegt einen Bot hinzu.
bot_add
// Füegt den Terrors einen Bot hinzu.
bot_add_t
// Füegt den Antiterrors einen Bot hinzu.
bot_add_ct
// Tötet alle Bots bzw. den dessen Name hinter diesem Command steht.
bot_kill
// Kickt alle Bots bzw. den dessen Name hinter diesem Command steht.
bot_kick
// Source TV. 1=an 0=aus
tv_enable 0
// Port für den Source TV clients.
tv_port 27020
// Nimmt automatisch alle Spiele auf.
tv_autorecord 0
// Source TV debug Informationen.
tv_debug 0
// Source TV Verzögerung zum Livespiel in Sekunden.
tv_delay 10
// Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
tv_dispatchmode 1
// Maximale Zuschaueranzahl auf dem Source TV Server.
tv_maxclients 128
// Maximale Bandbreite die für den Source TV freigegeben werden. 0 = unlimitiert
tv_maxrate 3500
// Name des Source TV Servers
tv_name "Source TV"
// Überschreibt die Source TV master root Adresse.
tv_overrideroot 0
// Source TV Passwort für Zuschauer
tv_password ""
// Source TV relaypassword für alle Zuschauer
tv_relaypassword ""
// Schreibt alle "xx" Serverticks einen Schritt in die Demo. (Nur wärend Source TV Demoaufnahmen.)
tv_snapshotrate20
//Und hier noch die rcon Befehle um Source TV Server zu steuern:
// nimmt eine Source TV Demo auf. (Demos werden im Ordner "cstrike" des Servers gespeichert)
tv_record "namederdemo"
// Stoppt die aufnahme der Source TV Demo. Demos werden auch automatisch bei einem
// Mapchange gestoppt.
tv_stoprecord
// Stopt Source TV / "Kickt" den Source TV clients vom Server.
tv_stop
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HLDS for Half-Life and Counter-Strike 1.6 90
Counter-Strike: Condition Zero Beta dedicated server 90 +app_set_config "90 mod czero"
Deathmatch Classic Beta dedicated server 90 +app_set_config "90 mod dmc"
Day of Defeat dedicated server 90 +app_set_config "90 mod dod"
Half-Life: Opposing Force Beta dedicated server 90 +app_set_config "90 mod gearbox"
Ricochet Beta dedicated server 90 +app_set_config "90 mod ricochet"
Team Fortress Classic Beta dedicated server 90 +app_set_config "90 mod tfc"
Counter-Strike: Global Offensive dedicated server 740
The Ship dedicated server 2403
Garry Mod dedicated server 4020
Natural Selection 2 dedicated server 4940
Natural Selection 2 Beta dedicated server 4940 -beta beta
Serious Sam 3 dedicated server 41080
Nuclear Dawn dedicated server 111710
Red Orchestra: Ostfront 41-45 Windows dedicated server 223240
Red Orchestra: Ostfront 41-45 Linux dedicated server 223250
Red Orchestra 2: Heroes of Stalingrad and Rising Storm Windows dedicated server 212542
Killing Floor Windows dedicated server 215350
Killing Floor Linux dedicated server 215360
Left 4 Dead 2 dedicated server 222860
Team Fortress 2 dedicated server 232250
Day of Defeat: Source dedicated server 232290
Counter-Strike: Source dedicated server 232330
Half-Life 2: Deathmatch dedicated server 232370
Blade Symphony Beta dedicated server 228780
Source SDK Base 2013 MP dedicated server 244310
Half-Life Deathmatch: Source dedicated server 255470
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Den Fastdownloadfür Counter-Strike 1.6 kann man unabhängig vom Game-Server Anbieter einrichten.
Wer Custom Maps oder sonst was benutzt braucht so etwas auf jeden Fall da der Download
für die Spieler sonst auf eine Geschwindigeit von ca. 3-5kb/Sekunde beschränkt ist.
Wer 10 Minuten an einer Map lädt und dann noch mal 10 Minuten für die Sounds braucht,
disconnected lieber.
Das funktioniert bei allen HL1 und HL2 Games, ausgenommen Left4Dead 1 und 2.
Ein guter Webspace ist Pflicht da wir mit den Free Hosten nur Probleme haben werden
(Traffic Begrenzung,AGBs,CAPTCHAS,Dynamische Links)
Dort speichern wir dann die Maps und alles andere, die Ordnerstruktur muss genau so wie auf dem Game-Server sein.
Alle Dateien auf dem Webspace müssen auch genau so auch auf dem Game-Server vorhanden sein
(Ausgenommen die Standart Dateien) sonst funktioniert es nicht!
Im nächsten Schritt fügen wir auf dem Game-Server in der config.cfg folgende Zeile hinzu:
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Die modt.txt (Message of the Day) ist das start Bild/Text wenn man erfolgreich mit dem Server verbunden ist.
Sie ist nichts anderes wie eine HTML Datei.
Beispiel:
Bilder einfügen mit:
Links:
Sound im Hintergrund:
MP3 oder WAV Formate sind möglich jedoch sollten wir keinen zu langen Sound nehmen,
da der Spieler ihn nicht stoppen kann.
Eine Website Anzeigen:
Die Website sollte aber extra auf die motd angepasst werden.
Große Seiten, viele Bilder usw. können dazu führen das, dass Spiel kurz einfrieren kann.
Weiter hin sollten nur darauf achten, dass wir die motd Seite nicht größer wie 590 x 290 Pixel machen.
Das ist die Größe für die Anzeige bei einer Auflösung von 800x600.
Je höher die Auflösung um so größer wird auch die Anzeige des motd Fenster.
Es macht also keinen Sinn die motd auf eine hohe Auflösung an zu passen,
da nicht jeder auf einer so hohen Auflösung spielt.
Hier noch eine Liste der Größen und Auflösungen:
Auflösung -- Motd Fenster
640 x 480 = 450 x 210
800 x 600 = 590 x 290
1024 x 768 = 760 x 380
1600 x 1200 = 1190 x 590